https://dkcspeedruns.com/mediawiki/api.php?action=feedcontributions&user=SnakPak&feedformat=atom DKC Speedruns - User contributions [en] 2024-03-28T19:07:45Z User contributions MediaWiki 1.31.1 https://dkcspeedruns.com/mediawiki/index.php?title=Version_Differences&diff=15304 Version Differences 2021-05-12T07:14:51Z <p>SnakPak: /* v1.0/v1.1/v1.2 */</p> <hr /> <div>A large list of [http://www.dkc-atlas.com/forum/viewtopic.php?t=151&amp;f=7 version differences]<br /> ==Donkey Kong Country==<br /> === Japanese/English ===<br /> *Killing enemies can lag the game for 1 frame.<br /> *J cannot skip fanfare, which results in about 52 seconds lost for all stages versus perfectly timed skips.<br /> === PAL ===<br /> *Kong speed is different in PAL which makes some slight improvements possible (landing on the tree from 1-2 bonus), but makes some tricks harder (rope skip in Tempest).<br /> <br /> *There are slightly different enemy and item locations and timing of enemy movement patterns in many stages between J and U. Most of these have minimal time impact.<br /> <br /> *Mini necky clipping does not work in J<br /> <br /> === VC/SNES/Emu ===<br /> *VC has faster transitions than SNES/Emu meaning it has less black frames and is faster overall.<br /> <br /> === v1.0/v1.1/v1.2 ===<br /> 1.0 is the Recommended version for pretty much every category.<br /> <br /> *[[DKC_Tricks#Fanfare_Skip|Fanfare Skip]] does not work on 1.2, which results in about 52 seconds lost for All Stages versus perfectly timed skips.<br /> <br /> *The [[Mine_Cart_Madness|Mine Cart Madness]] air roll glitch does not work on 1.2. (U-1.0/1.1 and J-1.0 only)<br /> <br /> *[[DKC_Tricks#Map_Warp|Map Warp]] does not work on 1.2. <br /> **In All Stages, 1st try [[Orang-utan_Gang#Mapwarp|Map Warp]] saves roughly 16-17 seconds over an &quot;optimal&quot; [[Orang-utan_Gang|Orang-utan Gang]]. The break even point is somewhere around 11-12th attempt.<br /> <br /> There is a 1.0 exclusive wrong warp to the midway barrel of Torchlight Trouble. (aka Old Summon warp. All versions can warp to the beginning of Torchlight, as seen in 1.1 Old Summon)<br /> <br /> Starting the game with a funky plane to save 72 frames is only possible on 1.0.<br /> <br /> *VC is always 1.2 for both U and J versions<br /> <br /> ==Donkey Kong Country 2==<br /> === Japanese/English ===<br /> <br /> *In J, Bramble Scramble has far less bees in the final bee gauntlet, making this section slightly faster over English versions.<br /> *[https://www.youtube.com/watch?v=VsA_j7OXSCI This] trick in Hornet Hole isn't possible on U 1.0 since you can't move out of the bonus while falling.<br /> *In J, Haunted Hall has one less bee to jump over, which makes the level easier and ever so slightly faster.<br /> *You cannot do the D-boost after halfway in Windy Well on U 1.0 since the camera will not follow your Kong.<br /> <br /> === VC/SNES/Emu ===<br /> *VC has faster transitions than SNES/Emu, meaning it has less black frames and is faster overall.<br /> <br /> === v1.0/v1.1 ===<br /> *The main difference for speedrunning is that 1.0 cannot use most wrong warps, as they softlock the game.<br /> <br /> *Castle Crush skip is [https://www.youtube.com/watch?v=BFiy1jCuiZM done differently in 1.0].<br /> <br /> *Bramble Scramble wrong warp is [http://www.twitch.tv/claude/v/41085503 also done differently in 1.0].<br /> <br /> *King Zing Sting moves slower in 1.0 making the fight slower overall<br /> <br /> *1.0 has a glitch that allows you to do an infinite amount of jumps by throwing up and jumping at the same time your partner returns to you. There are no practical uses for this in an Any% run.<br /> <br /> *1.0 allows you to take a moving barrel out of bounds. This makes the Fiery Furnace zip in 102% possible.<br /> <br /> *VC is always 1.1<br /> <br /> ==Donkey Kong Country 3==<br /> === Japanese/English ===<br /> *J Version 1.1 for Any% is the fastest version currently due to skipping Bleak. For 103% the fastest version is U.<br /> *This is a pastebin (pre-Bleak skip) but potentially useful for timings--&gt; [http://pastebin.com/XX5i3hQJ notable differences and timings] between U and J.<br /> *Kaos Karnage - Japanese cannot begin team throw hovering above Kaos after jumping on top of his head, resulting in a much slower fight.<br /> :*For reference, a 2-cycle using team throw hovering on English is approximately half a minute faster than an optimal fight on Japanese (assuming no &quot;team up jumps&quot; are performed).<br /> *Rocket Barrel Ride - The last set of Buzzes move differently between versions, allowing English to avoid needing a damage boost or the ledge on the right to get through.<br /> *Tracker Barrel Trek - A set of Buzzes (after the N, before the G) are more easily avoided (with two barrel shots) on Japanese.<br /> *Tearaway Toboggan - The barrel that shoots you towards the flag post at the end shoots you farther on Japanese.<br /> *Bleak's House - Bleak can be [https://www.youtube.com/watch?v=NVb51gRjz44 skipped] with a frame perfect pause, but it only works on Japanese, as you can't pause after you die on the U version.<br /> *Pot Hole Panic - The first of the two Booty Birds that appear before the Engarde box is at a lower position on English and can be avoided by flying over, rather than shooting [[:File:Potholepanic.png|Potholepanic.png]].<br /> **The Booty Bird at the end of the stage is positioned further back on Japanese, and the Kuchuka above its location only exists on English.<br /> *Creepy Caverns - The ghost barrel that shoots you towards the Koin shoots you at a lower trajectory on Japanese, making it much easier to enter the ghost barrel behind the Koin on its first spawn.<br /> :*In other words, if the ghost barrel behind the Koin is an optimal spawn, Japanese will reach it much more easily than English.<br /> *Criss Kross Cliffs - Additional red Buzzes exist throughout the stage on Japanese, making team-up throwing to skip sections without taking damage not possible.<br /> *Knautilus - On English, the first electricity spawn during Baron K. Roolenstein's last phase always spawns on the right, and when the game is paused, the electricity spawns will continue moving.<br /> <br /> === VC/SNES/Emu ===<br /> *VC has faster transitions than SNES/Emu meaning it has less black frames and is faster overall.<br /> <br /> === v1.0/v1.1 (Japanese only) ===<br /> *Squeals on Wheels - In the Warpless category, there's a much [https://dkcspeedruns.com/DKC3_W2_Warpless#Japanese_1.0 faster] way to clip through the steel door leading to the flagpole in 1.0 than in 1.1.<br /> <br /> ==How to recognize what version I have?==<br /> Pretty simple; check the back of your cartridge:<br /> * Only Number = 1.0<br /> * Number + A = 1.1<br /> * Number + B = 1.2<br /> <br /> Here's an example: ''40A''<br /> <br /> [[File:version.jpg|720px]]</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Very_Gnawty%27s_Lair&diff=15070 Very Gnawty's Lair 2020-09-10T02:18:36Z <p>SnakPak: /* Very Gnawty's Lair Tutorial */</p> <hr /> <div>{{Infobox level<br /> | image = Very Gnawty's Lair.jpg<br /> | game = Donkey Kong Country<br /> | world_name = [[Kongo Jungle]]<br /> | level_name = Very Gnawty's Lair<br /> | previous = [[Barrel Cannon Canyon]]<br /> | next = [[Winky's Walkway]]<br /> }}<br /> {{#ev:youtube|0hHMozSFYuY|560||http://www.youtube.com/watch?v=0hHMozSFYuY}}<br /> Notes:<br /> *The boss is vulnerable to a jump attack as soon as he reaches the apex of his jump. Time your jumps to land on him as soon as possible.<br /> *If you hit him too early, you'll bounce backwards. If you're near a wall, you'll end up losing Diddy.<br /> ====Very Gnawty Visual====<br /> [[File:beaverman.jpg]]</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Mine_Cart_Carnage&diff=15069 Mine Cart Carnage 2020-09-10T02:18:01Z <p>SnakPak: /* No Major Skips */</p> <hr /> <div>{{Infobox level<br /> | image = Mine Cart Carnage.jpg<br /> | game = Donkey Kong Country<br /> | world_name = [[Monkey Mines]]<br /> | level_name = Mine Cart Carnage<br /> | previous = [[Winky's Walkway]]<br /> | next = [[Bouncy Bonanza]]<br /> }}<br /> <br /> Difficulty:<br /> *Optimal: 1/10<br /> *No Major Skips: 6/10<br /> <br /> ==All Stages==<br /> ===Optimal===<br /> {{#ev:youtube|Bq3oUdeJA8g|560||http://www.youtube.com/watch?v=Bq3oUdeJA8g}}<br /> Notes:<br /> *To get the roll at the start, tap Y (don't hold) as soon as you gain control of Diddy, then repress very quickly after jumping, when Diddy is off the ground.<br /> *Alternatively, an easier method is to grab the barrel and jump with it.<br /> *There is quite a bit of variance in how much time you save in the mine cart section of this stage, depending on how you do it. Optimally, you want to buffer a full jump before landing in the cart, then buffer 3 min jumps afterwards. After these jumps, ride the cart until you begin to near the Krash at the end. You then want to do a min jump, buffer a mid jump over the Krash, then buffer 4 more min jumps afterwards.<br /> *If you're too close to the exit of the stage while attempting a min jump, te game will automatically make you do a higher jump, sometimes resulting in time loss. If you are close to the exit by the time you are about to start your final min jump, just opt not to jump.<br /> *It is unknown whether or not holding left before landing in the mine cart saves any time. If it does save time, it's very minimal (less than 5 frames).<br /> <br /> ==No Major Skips==<br /> {{#ev:youtube|NlERChQgkns|560||}}<br /> Notes:<br /> *A lot of time save comes from buffered jumps.<br /> *Try to copy the jumps in the video as closely as you can. Some of the jumps have to be in pretty specific spots while others do not. <br /> *Learning the jumps will save you a lot more time than you think, don't be lazy and learn this shit!!<br /> *The roll at the start only saves ~2 frames.</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Stop_%26_Go_Station&diff=15068 Stop & Go Station 2020-09-10T02:17:49Z <p>SnakPak: /* No Major Skips */</p> <hr /> <div>{{Infobox level<br /> | image = Stop &amp; Go Station.jpg<br /> | game = Donkey Kong Country<br /> | world_name = [[Monkey Mines]]<br /> | level_name = Stop &amp; Go Station<br /> | previous = [[Bouncy Bonanza]]<br /> | next = [[Millstone Mayhem]]<br /> }}<br /> <br /> Difficulty:<br /> *Optimal: 2/10<br /> *No Major Skips: 7/10<br /> <br /> ==All Stages==<br /> ===Optimal===<br /> {{#ev:youtube|bB4A-8nrUbo|560||http://www.youtube.com/watch?v=bB4A-8nrUbo}}<br /> Notes:<br /> *The Rockkroc will not hurt you if you are rolling. If you jump out of your roll while inside of one, you will take damage.<br /> *Hold left while entering the stage. Once you gain control of Diddy, roll to the left as soon as you gain control of Diddy (this saves up to 2 frames).<br /> *If you simply roll through the exit of the stage, Diddy will slow down as he's exiting. To avoid this slowdown and maintain your roll speed, you will need to do what is called a &quot;[[DKC_Tricks#Fast_exit|Fast Exit]]&quot; To do this, simply start you roll towards the exit, release right on the dpad prior to reaching the exit, then repress right as you reach the far right side of the exit.<br /> <br /> ===Alternative Ending===<br /> {{#ev:youtube|ag1Zc2qh0Dg|560||http://www.youtube.com/watch?v=ag1Zc2qh0Dg}}<br /> Notes:<br /> *This ending is more difficult but saves around 3 frames if performed optimally.<br /> <br /> ==No Major Skips==<br /> {{#ev:youtube|3UIxWZObpaw|560||}}<br /> Notes:<br /> *To make it to the 2 krocs at :10 before they wake up (which reduces significant lag) you will need optimal movement after hitting the stop/go barrel prior<br /> *It is possible to roll from one platform to the next right before where the warp would drop you off, but it is very difficult</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Millstone_Mayhem&diff=15067 Millstone Mayhem 2020-09-10T02:17:35Z <p>SnakPak: /* No Major Skips */</p> <hr /> <div>{{Infobox level<br /> | image = Millstone Mayhem.jpg<br /> | game = Donkey Kong Country<br /> | world_name = [[Monkey Mines]]<br /> | level_name = Millstone Mayhem<br /> | previous = [[Stop &amp; Go Station]]<br /> | next = [[Necky's Nuts]]<br /> }}<br /> <br /> Difficulty:<br /> *Optimal: 1/10<br /> *No Major Skips 8/10<br /> <br /> ==All Stages==<br /> ===Optimal===<br /> {{#ev:youtube|https://youtu.be/Y932EqBImVU|560||https://youtu.be/Y932EqBImVU}}<br /> Notes:<br /> *This stage utilizes a trick called a [[DKC_Tricks#Super_Jump | Super Jump]], which stores the jump that the Kongs make to the top of the screen when they die near a wall.<br /> *There is no difficult input required for this trick. Simply follow what you see in the video.<br /> *Holding the TNT barrel with DK allows you to take damage while storing the Super Jump slightly faster.<br /> *After taking damage on the Krush to initiate the Super Jump, hold B as you bounce off the Krusha and let go as soon as DK is fully off screen.<br /> *Diddy is sacrificed as the warp barrel only appears for Donkey Kong.<br /> <br /> ==No Major Skips==<br /> {{#ev:youtube|LMDxwDNPgiw|560||}}<br /> Notes:<br /> *Both kongs are capable of rolling through the millstones. This is used heavily to save time. Only the circle of the millstone is the hitbox (not the shadowed part on the left).<br /> *Bouncing off enemies puts you in a state invulnerable to millstones as well<br /> *Using the lines on the ground as visal cues is very important for knowing when to cut your rolls short, so not to bonk a millstone<br /> *If you cut your first roll in the stage short before the backboost, it will give you more room to roll through the DK barrel while still getting the same amount of roll time in<br /> *At :18 it is alright to do a full roll and let it die for the sake of spawning the millstone as early as possible, since you'll have to wait for it anyways</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Vulture_Culture&diff=15066 Vulture Culture 2020-09-10T02:17:25Z <p>SnakPak: /* No Major Skips */</p> <hr /> <div>{{Infobox level<br /> | image = Vulture Culture.jpg<br /> | game = Donkey Kong Country<br /> | world_name = [[Vine Valley]]<br /> | level_name = Vulture Culture<br /> | previous = [[Necky's Nuts]]<br /> | next = [[Tree Top Town]]<br /> }}<br /> <br /> Difficulty:<br /> *Optimal: 3/10<br /> *No Major Skips: 7.5/10<br /> <br /> ==All Stages==<br /> ===Optimal===<br /> {{#ev:youtube|vxFcVrqFq1A|560||http://www.youtube.com/watch?v=vxFcVrqFq1A}}<br /> Notes:<br /> *The warp barrel is on a timer once it loads and disappears if you don't reach it fast enough. <br /> *The warp barrel here only appears if you are controlling DK. If you don't still have him from the previous stage, grab him and switch once you reach the ledge where the barrel is.<br /> *The first half of the stage is pretty straightforward. At 0:08, there is a tricky roll you can do by jump onto the tire or just in front of it and rolling through the necky. This saves less than 0.2 seconds, but isn't very risky to attempt.<br /> *Holding Y while being shot out of the warp will make you bounce on the mini Necky, Holding just right will clear him. Mashing swap with A is much more effective, and you will usually never die after landing on the edge. Getting a fast roll requires you to hold right for a little bit before rolling, and can be scary starting out<br /> <br /> ==No Major Skips==<br /> {{#ev:youtube|nf2K23RQQYw|560||}}<br /> Notes:<br /> *Paying close attention to how long you have to hold B after shooting out of barrels is important for positioning everywhere in this stage and can be difficult to remember at first<br /> *Skipping the barrel at :24 saves about 14 frames<br /> *If you try and buffer the roll at :33 it usually wont come out, so be sure to time this roll after you land</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Tree_Top_Town&diff=15065 Tree Top Town 2020-09-10T02:17:14Z <p>SnakPak: /* No Major Skips */</p> <hr /> <div>{{Infobox level<br /> | image = Tree Top Town.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Vine Valley]]<br /> | level_name = Tree Top Town<br /> | previous = [[Vulture Culture]]<br /> | next = [[Forest Frenzy]]<br /> }}<br /> <br /> Difficulty:<br /> *Optimal: 1/10<br /> *No Major Skips: 7.5/10<br /> <br /> ==All Stages==<br /> ===Optimal===<br /> {{#ev:youtube|rsx5dnj9rHQ|560}}<br /> Notes:<br /> *The level warp barrel is high above the screen, accessible only by using a floating tire.<br /> *The tire is not visible on some TVs. To reach it, you'll need to bounce on top of the vulture first (Gopher Jump is fake, sry).<br /> *An easy method to avoid falling off the tire is to wiggle after you bounce on it (alternate left and right while holding down the jump button).<br /> *Bouncing off the tire during the ending section of the stage is faster than rolling off of it for unknown reasons. <br /> *Copy the movement of the optimal tape as best as you can. The optimal way of ending the stage isn't very intuitive, so copying the video will help.<br /> <br /> ===Backup===<br /> {{#ev:youtube|sY9SacCzSgA|560||https://www.youtube.com/watch?v=sY9SacCzSgA}}<br /> Notes:<br /> *This is a backup in case you lost Diddy on the previous stage.<br /> *You must get Diddy back in the next stage to perform the Super Jump/SJR.<br /> <br /> ==No Major Skips==<br /> {{#ev:youtube|k87ymrd9h1g|560}}<br /> Notes:<br /> *To skip the barrel at :10 be sure to not extendo through the beavers and start your next roll after that as soon as possible<br /> *The extendo at :16 is tough. Roll through the first 2 beavers while holding Y, then release and roll through the 3rd. Repress Y once you've rolled off the ledge and are directly between the 1st and 2nd barrels, then jump out of your roll once you are directly between the 2nd and 3rd barrels.<br /> *The barrel shot at :19 is very tight and if you're early you'll be a dead monkey<br /> *The more krems you can roll through at :37, the faster<br /> *Do a full roll at :40 to spawn the next series of barrels as fast as possible. You will always make the same cycle in that section, so spawning the first barrel fast is optimal<br /> <br /> *You can lose a lot of times not optimizing the barrels shots. The section beginning at :12 is hard to optimize fully cause you don't see the next barrel coming, but that's where you'll lose lot of time if you're playing too safe. Use visual cues in the background to time all the shots it's really helpful<br /> {{#ev:youtube|vPZ831vyQkc}}</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Forest_Frenzy&diff=15064 Forest Frenzy 2020-09-10T02:17:04Z <p>SnakPak: /* Optimal Superjumproll 4 krem */</p> <hr /> <div>{{Infobox level<br /> | image = Forest Frenzy.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Vine Valley]]<br /> | level_name = Forest Frenzy<br /> | previous = [[Tree Top Town]]<br /> | next = [[Temple Tempest]]<br /> }}<br /> Difficulty:<br /> *Safe: 1/10<br /> *Optimal: 6/10<br /> *No Major Skips: 4/10<br /> <br /> ==All Stages==<br /> ===Safe SuperJump===<br /> {{#ev:youtube|YTIsif4PvNI|560||http://www.youtube.com/watch?v=YTIsif4PvNI}}<br /> To do the superjump:<br /> *Get hit by the Kremling while Diddy is still next to the wall. This will cause him to jump to the top of the screen.<br /> *Grab the barrel and retrieve Diddy. You may pick it up before you actually see Diddy jump up all the way. This is fine.<br /> *Ride the rope to the next platform and run Donkey into the next Kremling. As soon as he gets hit, hold down B+Y.<br /> *Fall straight down and then immediately walk off the platform onto the next Kremling.<br /> *'''You will grab the rope if you do not touch the ground before bouncing'''<br /> *This will start the superjump.<br /> *You will pass by a swarm of bees, the halfway barrel, a rope, a DK barrel and then a Kremling. When this Kremling reaches the left edge of the screen, let go of B. Do not let go of Y or right at all.<br /> <br /> ===SFR Tutorial===<br /> {{#ev:youtube|30xNCX4aPUY|560||https://youtu.be/30xNCX4aPUY}}<br /> *This is an alternative to the superjumproll and similar to misty SFR is not frame perfect.<br /> *The tradeoff is the setup is pixel perfect. Pause buffer to try to line up the correct position before walking into the krem.<br /> *If you fail the setup, you can still attempt the SJR<br /> *Loses 2s over the SJR<br /> <br /> ===Optimal 4 Baddie SJR===<br /> {{#ev:youtube|S8L49GwZ0eA|560||https://youtu.be/S8L49GwZ0eA}}<br /> *Get hit by the Kremling at 0:14s while diddy is hugging the wall. This sets up the Superjump glitch<br /> *Let go of Y as you're going up there to not grab the dk barrel instantly. This prevents the kremling from dying<br /> *You'll want to do a double jump on the rope just after the bee to properly get the SJR. Both jumps are needed on the rope to execute the trick. <br /> *After you take damage on the Kremling the superjump activates. This means you cannot let go of B anymore or you will lose it.<br /> *Run until the edge of the platform and press Y just as you [https://i.gyazo.com/a136edbc6269cd5df9c0e9ec0c5316ee.png hit the kremling] This is a frame perfect window and you need to do this while holding B<br /> *After you press Y the superjumproll activates and you instantly turn left to kill the back kremlings for speed.<br /> *If you are late on the Y press you will get a normal superjump (complete the level like the safe version) if you're early, you will die.<br /> *After you kill the kremlings for speed go back right and continue until the 7 yellow bees at 30s. You will want to release the buttons on the controller just after the 6th bee (see the input display)<br /> *This trick saves 18s or so over safe route. Being late and getting the superjump is 2s slower than the safe route.<br /> <br /> ==No Major Skips==<br /> {{#ev:youtube|YX2XUPJjitY|560||}}<br /> Notes:<br /> *At :35 you will want to begin infinite rope climbing (hold down on d-pad while mashing jump) right before you reach the bee. If you attempt this any earlier, you will jump into the bee. This sets up what is known as &quot;rope skip,&quot; which is by no means anything major, so you don't need to sweat it my dude, it's cool. I swear. Once the rope stops, you will want to jump off it and hold Y as you fly to the next rope. As soon as you grab the next rope you'll want to immediately jump off of it towards the next rope after that.</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Forest_Frenzy&diff=15063 Forest Frenzy 2020-09-10T02:16:46Z <p>SnakPak: /* Super Free Roll */</p> <hr /> <div>{{Infobox level<br /> | image = Forest Frenzy.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Vine Valley]]<br /> | level_name = Forest Frenzy<br /> | previous = [[Tree Top Town]]<br /> | next = [[Temple Tempest]]<br /> }}<br /> Difficulty:<br /> *Safe: 1/10<br /> *Optimal: 6/10<br /> *No Major Skips: 4/10<br /> <br /> ==All Stages==<br /> ===Safe SuperJump===<br /> {{#ev:youtube|YTIsif4PvNI|560||http://www.youtube.com/watch?v=YTIsif4PvNI}}<br /> To do the superjump:<br /> *Get hit by the Kremling while Diddy is still next to the wall. This will cause him to jump to the top of the screen.<br /> *Grab the barrel and retrieve Diddy. You may pick it up before you actually see Diddy jump up all the way. This is fine.<br /> *Ride the rope to the next platform and run Donkey into the next Kremling. As soon as he gets hit, hold down B+Y.<br /> *Fall straight down and then immediately walk off the platform onto the next Kremling.<br /> *'''You will grab the rope if you do not touch the ground before bouncing'''<br /> *This will start the superjump.<br /> *You will pass by a swarm of bees, the halfway barrel, a rope, a DK barrel and then a Kremling. When this Kremling reaches the left edge of the screen, let go of B. Do not let go of Y or right at all.<br /> <br /> ===SFR Tutorial===<br /> {{#ev:youtube|30xNCX4aPUY|560||https://youtu.be/30xNCX4aPUY}}<br /> *This is an alternative to the superjumproll and similar to misty SFR is not frame perfect.<br /> *The tradeoff is the setup is pixel perfect. Pause buffer to try to line up the correct position before walking into the krem.<br /> *If you fail the setup, you can still attempt the SJR<br /> *Loses 2s over the SJR<br /> <br /> ===Optimal Superjumproll 4 krem===<br /> {{#ev:youtube|S8L49GwZ0eA|560||https://youtu.be/S8L49GwZ0eA}}<br /> *Get hit by the Kremling at 0:14s while diddy is hugging the wall. This sets up the Superjump glitch<br /> *Let go of Y as you're going up there to not grab the dk barrel instantly. This prevents the kremling from dying<br /> *You'll want to do a double jump on the rope just after the bee to properly get the SJR. Both jumps are needed on the rope to execute the trick. <br /> *After you take damage on the Kremling the superjump activates. This means you cannot let go of B anymore or you will lose it.<br /> *Run until the edge of the platform and press Y just as you [https://i.gyazo.com/a136edbc6269cd5df9c0e9ec0c5316ee.png hit the kremling] This is a frame perfect window and you need to do this while holding B<br /> *After you press Y the superjumproll activates and you instantly turn left to kill the back kremlings for speed.<br /> *If you are late on the Y press you will get a normal superjump (complete the level like the safe version) if you're early, you will die.<br /> *After you kill the kremlings for speed go back right and continue until the 7 yellow bees at 30s. You will want to release the buttons on the controller just after the 6th bee (see the input display)<br /> *This trick saves 18s or so over safe route. Being late and getting the superjump is 2s slower than the safe route.<br /> <br /> ==No Major Skips==<br /> {{#ev:youtube|YX2XUPJjitY|560||}}<br /> Notes:<br /> *At :35 you will want to begin infinite rope climbing (hold down on d-pad while mashing jump) right before you reach the bee. If you attempt this any earlier, you will jump into the bee. This sets up what is known as &quot;rope skip,&quot; which is by no means anything major, so you don't need to sweat it my dude, it's cool. I swear. Once the rope stops, you will want to jump off it and hold Y as you fly to the next rope. As soon as you grab the next rope you'll want to immediately jump off of it towards the next rope after that.</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Orang-utan_Gang&diff=15062 Orang-utan Gang 2020-09-10T02:15:14Z <p>SnakPak: /* No Major Skips */</p> <hr /> <div>{{Infobox level<br /> | image = Orang-utan Gang.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Vine Valley]]<br /> | level_name = Orang-utan Gang<br /> | previous = [[Temple Tempest]]<br /> | next = [[Clam City]]<br /> }}<br /> Difficulty:<br /> *Mapwarp: Spoon/10<br /> *No Major Skips: 4/10<br /> <br /> ==All Stages==<br /> ===Level Preface===<br /> *All Stages currently uses the map warp in World 1 to skip the majority of Orang-utan Gang. After beating Temple Tempest, simply go to Funky's and travel back to World 1, then perform the warp. You do not need to leave Funky's barrel.<br /> <br /> ===Mapwarp=== <br /> {{#ev:youtube|ymNfMbv0hJ8|560||}}<br /> Notes:<br /> *Map Warp is 1 frame. You can mash A, B, X, Y, and Start (don't use Start). Use the corner in the video, as the other corners take you different places.<br /> *The common method for mashing is to slide back-and-forth over all four face buttons rapidly. Make sure to press down firmly so that all buttons are pushed down far enough. Using tools is allowed since this technique is a pain in the dong. If you prefer using a Wiimote or a spoon, more power to you.<br /> *Many runners have opted out of mashing and use techniques called &quot;Triple Input&quot; or &quot;Quad Input&quot; to attempt getting the frame (as seen in the video). What this entails is trying to press 3 or 4 faces buttons, each 1 frame apart, effectively giving yourself a 3-4 frame window to hit the trick if executed correctly. For this technique, it is recommended to practice getting mapwarp with a single input to identify where the frame is located, then go from there.<br /> *Dying in this stage loses a lot of time, so spend a bit practicing the last few seconds, as it is very frustrating to die here.<br /> <br /> ==No Major Skips==<br /> {{#ev:youtube|3ZR5H1ZCpC8|560||}}<br /> Notes:<br /> *Holding Y while entering this stage starts your roll automatically (Similar to 4-3)<br /> *Getting the roll through the krem at :08 is very difficult, but if you get, good for you!!<br /> *The extendo at :11 depends on where you start your roll. To execute it, you roll through the first 3 krems while holding Y, and if you see yourself go airborn after the 3rd krem, then you release Y before the 4th, then repress shortly after<br /> <br /> <br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:600px&quot;&gt;<br /> <br /> ===Jumproll (Obsolete)=== <br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> {{#ev:youtube|rQCvIcLolnE|560||}}<br /> Notes:<br /> *If you have DK already, just swap before you leave the trees and make sure you get hit in the same spot.<br /> *It's much easier to time by running from the right than waiting at the left.<br /> *This jumproll wastes a lot of time if you fail. It's also easy to die while attempting it. Not recommended as anything but a backup strat.<br /> *It is possible to run past the frame of the jumproll, making it impossible to get. To have a better chance, you'll need to start walking shortly before you hit the Klap Trap.<br /> *About 10 seconds slower than mapwarp<br /> <br /> &lt;/div&gt;<br /> &lt;/div&gt;</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Snow_Barrel_Blast&diff=15061 Snow Barrel Blast 2020-09-10T02:14:54Z <p>SnakPak: /* No Major Skips */</p> <hr /> <div>{{Infobox level<br /> | image = Snow Barrel Blast.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Gorilla Glacier]]<br /> | level_name = Snow Barrel Blast<br /> | previous = [[Bumble B Rumble]]<br /> | next = [[Slipslide Ride]]<br /> }}<br /> Difficulty:<br /> *Optimal: 7.5/10<br /> *No Major Skips: 8/10<br /> <br /> ==All Stages==<br /> <br /> <br /> ===Safe===<br /> {{#ev:youtube|j6CjgI3AtPg|560||https://www.youtube.com/watch?v=aKKz3fnHEBU}}<br /> Notes:<br /> *Jumping past the DK barrel in the begin requires letting go of Y briefly as you land and repressing once you're airborne again. If you grab it, hold left as soon as possible or you'll likely slide into the pit and die.<br /> *The barrel boost just requires you to be on a slope. You have to tap backwards slightly to make it into the barrel<br /> *If you get the boost but miss a bird, it means you were turning around and jumped before you were fully facing forward, or just had low speed.<br /> *You can make the entry into the shortcut barrel underneath the screen easier by rolling and jumping into the barrel above it and shooting down instead of falling down next to it.<br /> *Rolling is generally the same speed on icy terrain.<br /> <br /> <br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:600px&quot;&gt;<br /> '''Barrel Boost Backup'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> {{#ev:youtube|8UWnSFQJTHQ|560||https://www.youtube.com/watch?v=8Oy7soIxLBc}}<br /> *You can roll into the barrel if you fail the boost, but you have to tap Y more than once or the roll won't register. You can also skip a barrel by bouncing on the bird correctly, but it risks death, making it not ideal for a backup.<br /> &lt;/div&gt;<br /> &lt;/div&gt;<br /> <br /> ===Optimal===<br /> {{#ev:youtube|i5L0u8vnnWA|560||https://www.youtube.com/watch?v=i5L0u8vnnWA}}<br /> Notes:<br /> <br /> *Rolling is generally the same speed as running on icy terrain.<br /> *Only go for the 6-frame Joe In The Snow (roll at :12) if you are feeling particularly frisky that day<br /> *To do Zera Roll (roll at :15), you must tap Y right in the Necky's face, then repress a moment after you descend past the peak of the slope<br /> *At :21 you can shoot the barrels so fast that you will hit the bee, although this is difficult. <br /> *The jump over the Klap Trap at :23 becomes simple to do optimally if you buffer a jump right before you land with no directional input, then begin holding right right before the peak of your jump<br /> *Buffer a jump right before you grab halfway to avoid lag frames<br /> *Optimal barrel at :44 involves jumping directly into it from underneath. You have 6 frames to do this before reaching the death trigger.<br /> <br /> ===Zeraroll Visual===<br /> [[File:zeraroll.png|720px]]<br /> <br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:600px&quot;&gt;<br /> '''EXTENDO TUTORIAL'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> {{#ev:youtube|8Oy7soIxLBc|560||https://www.youtube.com/watch?v=8Oy7soIxLBc}}<br /> *A basic extendo. Roll at the very edge of the first platform, then release Y, and after you hit the second vulture, roll at the edge of the other platform and jump to the barrel.<br /> *It's a 101% strat, but used in All Stages. Basically the same as the last one, but after you hit the second vulture, repress Y right after you hit so you can roll through the third vulture.<br /> &lt;/div&gt;<br /> &lt;/div&gt;<br /> <br /> ==No Major Skips==<br /> {{#ev:youtube|uDJuczZR410|560||}}<br /> Notes:<br /> *The stage plays exactly like All Stages until :42<br /> *The barrel section at the end is not that bad, despite what memories you may retain from childhood<br /> *The rightwards barrel shot at :51 is very tight, but saves a whopping 23 frames. If you don't feel like shitting the bed, you can shoot diagonally up and right and the shot becomes EZ mode</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Slipslide_Ride&diff=15060 Slipslide Ride 2020-09-10T02:14:43Z <p>SnakPak: /* No Major Skips */</p> <hr /> <div>{{Infobox level<br /> | image = SlipslideRide.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Gorilla Glacier]]<br /> | level_name = Slipslide Ride<br /> | previous = [[Snow Barrel Blast]]<br /> | next = [[Ice Age Alley]]<br /> }}<br /> <br /> Difficulty: <br /> *Optimal: 6/10<br /> *No Major Skips: 8/10<br /> <br /> ==All Stages==<br /> ===Safe===<br /> {{#ev:youtube|y1vNmkql8OI|560||https://www.youtube.com/watch?v=0xsvfoxuwo8}}<br /> Notes:<br /> *Spawn the first Kremling as soon as possible and bounce off him at the peak of his fifth jump. You can opt for the sixth jump to be safer.<br /> *Scaling the final rope quickly is really tough. Make sure you keep holding left until you're all the way off the rope. Practice lots and don't get discouraged.<br /> *You can also jump between the two ropes, but it's significantly slower.<br /> <br /> ===Optimal===<br /> {{#ev:youtube|ZHssbf8yz-U|560||https://www.youtube.com/watch?v=ZHssbf8yz-U}}<br /> Notes:<br /> *Jumping up the first rope saves ~8 frames per jump<br /> *To get into the warp barrel with Diddy, you must jump onto a ledge above the screen. To get above the screen, hold down as you jump up and keep it pressed. To jump off, rotate to down left and hop off. Releasing down at any point will push you back onto the screen immediately. Mash Y before the platform to roll immediately.<br /> *You can go &quot;under the bee&quot; at 0:16. Roll from the middle of the platform and do a very quick right-left when you're at the same height as the bee. You only need to press right for three frames to dodge the bee, so make it as quick as possible. This strat typically saves less than 0.25 seconds and can kill you in various ways (hitting the bees, missing the rope, accidentally grabbing the bee rope and instantly falling). If you aren't doing it perfectly, you will lose time, so it's not particularly worth doing until you're at a very high-level time.<br /> <br /> ==No Major Skips==<br /> {{#ev:youtube|gEZu3ubOavE|560||}}<br /> Notes:<br /> *Any time saved by jumping up blue ropes is negligible, so it's not necessary at all<br /> *Rolling typically doesn't save time on icy terrain. <br /> *Buffering jumps on upwards slopes is important for not losing speed<br /> *At :11 you can avoid grabbing the rope as long as you run off the edge without jumping or rolling first<br /> *The jump off the rope to the left at :18 actually does save time because that part of the wall puts you back on the rope right away. You will want to jump twice in quick succession here to go flying off that blue rope, whoaaa!<br /> *The extendo at :23 can be tricky and very punishing. You want to roll through the 1st krem while holding Y, then release as you roll through the 2nd krem, then repress Y before you leave the ledge. The tricky part is timing your jump out of the roll. You need to jump after you roll completely through the blue rope, or else you will be teleported to the previous rope and hit the bee. If you timed your extendo poorly (probably too late on repress), but still made it past the blue rope, you will grab the blue rope and instantly die off the bottom. Cool trick.</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Tanked_Up_Trouble&diff=15059 Tanked Up Trouble 2020-09-10T02:12:25Z <p>SnakPak: /* Kremtut Bee Wiggle Visual */</p> <hr /> <div>{{Infobox level<br /> | image = TankedUpTrouble.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Chimp Caverns]]<br /> | level_name = Tanked Up Trouble<br /> | previous = [[Boss Dumb Drum]]<br /> | next = [[Manic Mincers]]<br /> }}<br /> Difficulty:<br /> *Safe: 1/10<br /> *Bird TuT: 6/10<br /> *Krem TuT: 10/10<br /> <br /> ==All Stages==<br /> ===Safe (No Jumproll)===<br /> {{#ev:youtube|v1yyS8YZSwA|560||}}<br /> Notes:<br /> *This route is the slowest, as it has no jumprolls. To do this level faster, learn one of the jumprolls below.<br /> &lt;br/&gt;<br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:700px&quot;&gt;<br /> '''More Strats (Cool Extendo)'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> {{#ev:youtube|SFQurvp6TiU|560||}}<br /> Notes:<br /> *A cool extended roll to go for if you are not using any jumprolls! This is the hardest extended roll in the game.<br /> &lt;/div&gt;<br /> &lt;/div&gt;<br /> &lt;br/&gt;<br /> ===Easier jumproll: Bird TuT===<br /> {{#ev:youtube|Un-fg4xFffY|560||}}<br /> Notes:<br /> *This is 12 seconds slower than the Kremling jumproll.<br /> *It is recommended to only learn this jumproll and stay away from KremTuT until you have a really good time and want to shoot for a record. Kremtut is extremely difficult and will kill many of your attempts once you start going for it, as surviving it after you hit the frame requires a lot of precise movement. Additionally, landing a really hard jumproll in a personal best run can make it very difficult to beat down the road even if you've improved a lot. It's a very frustrating situation that happens to many runners.<br /> *Make sure to tap Y for the frame rather than hold, as holding can cause this one to fail.<br /> <br /> ===Tompa Bird-TuT Setup===<br /> {{#ev:youtube|MbmfYqqr-m8|560||}}<br /> Notes:<br /> *An alternate setup from 2012 that you may find to be more consistent.<br /> *Setup:<br /> **Stand in the center and run when the platform starts going right.<br /> **Grab the fuel can.<br /> **When you land on the platform, wait just a brief moment. If you want a cue, watch Diddy's arms and jump off once they swing all the way backwards. Alternatively, just practice to get a sense for the timing yourself.<br /> **Land directly in the center of the bird, on its back.<br /> **Keep Y held down until the jumproll.<br /> **Fall straight down. <br /> **Run right as soon as you land on the platform. You should land near the edge of the platform, but if you almost fall off, you waited too long somewhere.<br /> **Make sure to tap Y for the frame rather than hold, as holding can cause this one to fail.<br /> **Once airborne, dodge the bee and stall until the second Gnawty on the video falls off the screen to make sure you don't die to te bee.<br /> **If you don't grab the N, you should be safe. If you do, wait in place for a couple seconds.<br /> <br /> ===Optimal (Krem TuT)===<br /> {{#ev:youtube|-QakXq8GsUg|560||Don't choke}}<br /> Notes:<br /> *This setup—if done properly—yields the correct height needed to make it over the bees consistently with a lenient window.<br /> *If you die to the barrel, you started the jumproll set-up too late!<br /> <br /> ===Kremtut Reflected Bee Wiggle Visual===<br /> [[File:Kremtut_ref.jpg|700px]]<br /> <br /> ===Kremtut Lepi Setup Visual===<br /> [[File:kremtut_lepi.jpg|700px]]</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Tanked_Up_Trouble&diff=15058 Tanked Up Trouble 2020-09-10T02:11:54Z <p>SnakPak: </p> <hr /> <div>{{Infobox level<br /> | image = TankedUpTrouble.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Chimp Caverns]]<br /> | level_name = Tanked Up Trouble<br /> | previous = [[Boss Dumb Drum]]<br /> | next = [[Manic Mincers]]<br /> }}<br /> Difficulty:<br /> *Safe: 1/10<br /> *Bird TuT: 6/10<br /> *Krem TuT: 10/10<br /> <br /> ==All Stages==<br /> ===Safe (No Jumproll)===<br /> {{#ev:youtube|v1yyS8YZSwA|560||}}<br /> Notes:<br /> *This route is the slowest, as it has no jumprolls. To do this level faster, learn one of the jumprolls below.<br /> &lt;br/&gt;<br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:700px&quot;&gt;<br /> '''More Strats (Cool Extendo)'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> {{#ev:youtube|SFQurvp6TiU|560||}}<br /> Notes:<br /> *A cool extended roll to go for if you are not using any jumprolls! This is the hardest extended roll in the game.<br /> &lt;/div&gt;<br /> &lt;/div&gt;<br /> &lt;br/&gt;<br /> ===Easier jumproll: Bird TuT===<br /> {{#ev:youtube|Un-fg4xFffY|560||}}<br /> Notes:<br /> *This is 12 seconds slower than the Kremling jumproll.<br /> *It is recommended to only learn this jumproll and stay away from KremTuT until you have a really good time and want to shoot for a record. Kremtut is extremely difficult and will kill many of your attempts once you start going for it, as surviving it after you hit the frame requires a lot of precise movement. Additionally, landing a really hard jumproll in a personal best run can make it very difficult to beat down the road even if you've improved a lot. It's a very frustrating situation that happens to many runners.<br /> *Make sure to tap Y for the frame rather than hold, as holding can cause this one to fail.<br /> <br /> ===Tompa Bird-TuT Setup===<br /> {{#ev:youtube|MbmfYqqr-m8|560||}}<br /> Notes:<br /> *An alternate setup from 2012 that you may find to be more consistent.<br /> *Setup:<br /> **Stand in the center and run when the platform starts going right.<br /> **Grab the fuel can.<br /> **When you land on the platform, wait just a brief moment. If you want a cue, watch Diddy's arms and jump off once they swing all the way backwards. Alternatively, just practice to get a sense for the timing yourself.<br /> **Land directly in the center of the bird, on its back.<br /> **Keep Y held down until the jumproll.<br /> **Fall straight down. <br /> **Run right as soon as you land on the platform. You should land near the edge of the platform, but if you almost fall off, you waited too long somewhere.<br /> **Make sure to tap Y for the frame rather than hold, as holding can cause this one to fail.<br /> **Once airborne, dodge the bee and stall until the second Gnawty on the video falls off the screen to make sure you don't die to te bee.<br /> **If you don't grab the N, you should be safe. If you do, wait in place for a couple seconds.<br /> <br /> ===Optimal (Krem TuT)===<br /> {{#ev:youtube|-QakXq8GsUg|560||Don't choke}}<br /> Notes:<br /> *This setup—if done properly—yields the correct height needed to make it over the bees consistently with a lenient window.<br /> *If you die to the barrel, you started the jumproll set-up too late!<br /> <br /> ===Kremtut Bee Wiggle Visual===<br /> [[File:Kremtut_ref.jpg|700px]]<br /> <br /> ===Kremtut Lepi Setup Visual===<br /> [[File:kremtut_lepi.jpg|700px]]</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Blackout_Basement&diff=15057 Blackout Basement 2020-09-10T02:10:48Z <p>SnakPak: </p> <hr /> <div>{{Infobox level<br /> | image = BlackoutBasement.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Kremkroc Industries]]<br /> | level_name = Blackout Basement<br /> | previous = [[Mine Cart Madness]]<br /> | next = [[Boss Dumb Drum]]<br /> }}<br /> Difficulty:<br /> *Safe: 7/10<br /> *Optimal: 11/10<br /> <br /> ==All Stages==<br /> <br /> ===Newbie Route===<br /> {{#ev:youtube|iwqBaKy3pIo|560||}}<br /> *Similar to the safe route but avoids trying to land on stuff in the dark as much as possible. Try to match the safe video instead as soon as you get a little more familiar with the stage.<br /> <br /> ===Safe===<br /> {{#ev:youtube|Nj89hiBVEp4|560||}}<br /> Notes:<br /> *This route completely ignores all extended rolls and tire rolls.<br /> *The ropes you grab are not on a global timer, they will always be there.<br /> *At :32, roll as soon as you land. Rolling off the edge will cause you to miss the platform and die.<br /> *At :46, it is possible to roll through 3 Kremlings instead of 2. This is faster and doesn't require an extendo, but you will have to time your jump more precisely to not die to the Klap Trap at the end.<br /> <br /> ===Optimal===<br /> {{#ev:youtube|xTECxVBOHXw|560||}}<br /> Notes:<br /> *Nothing about this stage is random. The lights go on and off in set intervals (62 frame intervals for J, but the lights stay off a little longer on the U version).<br /> *Learning to adapt to different light patterns if you screw up is hard and takes a lot of time. Try to practice finishing the stage as quickly as you can even if your pattern gets thrown off. Turning up the brightness on your TV so you can see the yellow tape and use it as visual cues may help.<br /> *Omega: This trick is very difficult and only saves up to 40 frames. The trick begins at :13 and involves 5 krems. For the first 2 krems, you will want to hold Y and roll through the first krem, then release Y, roll through the second krem, then repress Y shortly after. The difficult part comes with the next 3 krems. You will want to Hold Y and roll through the first krem again (first of the 2nd batch), then release Y right after, and repress Y right after rolling through the 2nd krem. After that you will want to release Y again before rolling through the 3rd krem, then repress Y again right before the ledge (Please refer to input display in video).<br /> *If you get the full roll, but can't roll at the end, it means you timed the double extendo (between the last three) too late. If you stop rolling immediately, you were too early.<br /> *The extended roll at :19 is quite precise. Grabbing the rope is recommended until you are very comfortable with the trick.<br /> *Some rolls require you to roll off the edge, and others require rolling before the edge. Mixing these up can easily kill you, so watch the video carefully.<br /> <br /> ===Omega Extendo Visual===<br /> [[File:omega.png|1300px]]<br /> <br /> ===First Rope Skip Visual===<br /> [[File:Bob_extendo.png]]</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Misty_Mine&diff=15056 Misty Mine 2020-09-10T02:09:29Z <p>SnakPak: /* No Major Skips */</p> <hr /> <div>{{Infobox level<br /> | image = MistyMine.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Chimp Caverns]]<br /> | level_name = Misty Mine<br /> | previous = [[Manic Mincers]]<br /> | next = [[Loopy Lights]]<br /> }}<br /> Difficulty:<br /> *Safe (Superjump): 2/10<br /> *Super Jumproll: 6/10<br /> *No Major Skips: 10/10<br /> <br /> ==All Stages==<br /> <br /> ===Newbie Route (Superjump)===<br /> {{#ev:youtube|Yaerg8gcNpw|560||http://www.youtube.com/watch?v=Yaerg8gcNpw}}<br /> *Very slow alternative if you're having a really tough time with the level.<br /> <br /> ===Optimal SFR===<br /> {{#ev:youtube|JqXW4SS1avU|560||http://www.youtube.com/watch?v=JqXW4SS1avU}}<br /> *With 4 baddies, this route is slightly slower than the SJR, but faster than playing the level normally.<br /> *Setup is similar to SJR. When you superjump, hold B and Y, bounce off the snake and hold right which will cause you to grab the rope. if you got the insta-bounce, the game will eat your next Y input. You will need to let go of Y and repress it at some point in the air, or press down to crouch after you land on the can<br /> *Careful not to bump off the wall as you rise so you don't lose speed.<br /> *Visual cue if you hit 4 idiots is the snake can after the large gap after halfway. If you get 3 idiots it's the snake can right before the gap.<br /> <br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:600px&quot;&gt;<br /> '''Alt SFR Setups'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> {{#ev:youtube|1i0LUvof_Z8|560||https://www.youtube.com/watch?v=1i0LUvof_Z8}}<br /> *This is a slightly different setup that is less precise at a small time cost.<br /> *You don't lose your extendo in an SFR state, so you store your snake boost to release after you corner.<br /> <br /> {{#ev:youtube|J1lbsEzcRIk|560||https://youtu.be/J1lbsEzcRIk}}<br /> *Tutorial for an easy and consistent SFR. Start with this as your basic setup<br /> *Holding left and rolling immediately off the can cuts out a lot of waiting time compared to other setups<br /> <br /> {{#ev:youtube|o4TejFqHC8w|560||https://www.youtube.com/watch?v=o4TejFqHC8w&amp;feature=youtu.be}}<br /> *Slower than other setups.<br /> *Easier and is a guaranteed 3 idiot roll.<br /> &lt;/div&gt;<br /> &lt;/div&gt;<br /> <br /> ===Optimal SJR===<br /> {{#ev:youtube|aGT-HA01zZE|560||https://www.youtube.com/https://www.youtube.com/watch?v=aGT-HA01zZE}}<br /> Notes:<br /> *To do this [[DKC_Tricks#Super_Jumproll | SJR]], you must release Y within 5 frames after pressing it while holding B, tap Y again to extendo off the snake, then press and hold it when you are over the ledge that you started on.<br /> *If done correctly, you will roll through a third snake to get a faster SJR. (Hitting the fourth one is effectively TAS only.)<br /> *Release B when the first banana after the halfway barrel touches the left side of the screen. If you missed the third snake, you'll have to release earlier.<br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:600px&quot;&gt;<br /> '''When to release B'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> {{#ev:youtube|QEf2J8NsjHc|560|}}<br /> Notes:<br /> * If you happen to get the slow SJR, refer to the video above (or the image below) to know where to release B.<br /> [[File:MistySJR.png]]<br /> &lt;/div&gt;<br /> &lt;/div&gt;<br /> <br /> ==No Major Skips==<br /> <br /> ===Optimal===<br /> {{#ev:youtube|IIG3FsmHCFw|560||}}<br /> Notes:<br /> *At :07, make sure you roll early before reaching the edge where the rope is. Rolling on the edge will cause you to teleport back to the rope. On this stage, it can actually cause you to clip out of bounds and die.<br /> *This level is full of walls and Dumb Drums that you can get stuck on. It takes quite a bit of time to get the feel of good movement down in this stage. Heavy practice is recommended.<br /> *The roll at :18 is tight. Too early and you grab the TNT barrel; too late and your roll dies as you hit the ground, causing you to get hit. Starting your roll as far away from the ledge, while also not grabbing the TNT barrel makes this roll consistent<br /> *The jump at :54 is quite difficult and nerve-wracking during a good run. To make this jump a lot easier, simply release d-pad for an instant as soon as you see the final Army spawn.</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Platform_Perils&diff=15055 Platform Perils 2020-09-10T02:08:23Z <p>SnakPak: </p> <hr /> <div>{{Infobox level<br /> | image = PlatformPerils.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Chimp Caverns]]<br /> | level_name = Platform Perils<br /> | previous = [[Loopy Lights]]<br /> | next = [[Necky's Revenge]]<br /> }}<br /> Difficulty:<br /> *Optimal: 7/10<br /> *Backup Jumproll: 8/10<br /> *Optimal No Jumproll: 11/10<br /> <br /> ==All Stages==<br /> ===CyaLaterPerils/Perils Skip Tutorial=== <br /> {{#ev:youtube|D3Efe4ki6RU|560||}}<br /> <br /> ==Warpless==<br /> ===Optimal===<br /> {{#ev:youtube|dsDHg1Neno4|560||}}<br /> Notes:<br /> *After rolling through the Klumps at :06, do a fast left-right when you grab the bananas to make it under the bee. This roll is not an extendo.<br /> *To roll over the bees at :16, you'll have to roll as early as possible on the platform beforehand to line them up correctly.<br /> *To properly set up the jumproll, do the smallest jump possible after the barrel without letting go of right, then roll immediately upon landing.<br /> *You HAVE to tap Y for this jumproll. If you hold Y you will cancel the jumproll and just do a regular roll.<br /> *If you die to the troll army after bouncing on the first one, you jumped too high. You have to tap it as quickly as possible.<br /> *If the Army wakes up and hits you before you get the chance to bounce on him, you either jumped too early (hard to do), didn't roll immediately (much more likely), or otherwise slowed down at some point.<br /> <br /> ===Backup Jumprolls=== <br /> {{#ev:youtube|ptYk6Dh8ygk|560||}}<br /> Notes:<br /> *For the 2rd jumproll, you simply need to turn around the moment before you roll into the Army. It's pretty forgiving about his position.<br /> <br /> <br /> ==No Major Skips==<br /> ===Safe===<br /> {{#ev:youtube|OE0UIA8rwFY|560||}}<br /> Notes:<br /> *This is a much easier route that opts out of most of the difficult extendos and precise platform jumps.<br /> *You can easily add the jumproll into the route, as it's generally safe on failure, but you'll need to make sure to roll through the Necky and barrel before you reach the main army platform in order to set it up properly.<br /> *At the end is a simple extended roll through the Gnawty and Klump to make it to the exit faster. Tap Y before each enemy and then repress a bit later (where the noticeable speed boost is), or just keep it simple and do a normal roll.<br /> <br /> ===Optimal=== <br /> {{#ev:youtube|Vy-XtM7DzyI|560||}}<br /> Notes:<br /> *Read the first Optimal Strat notes for the pre-jumproll section.<br /> *To do the roll at :36, you need to make sure you move far enough to the right on the previous platform so that this one is on the screen early. That will set it up so you have room to land beside the Gnawty. Once you're on the platform, do a quick left-right, then do an extendo on both Gnawties. The timing isn't too strict; just tap Y on the platform, hold while you're in the air, and repeat on the second one.<br /> *The Golden Barrel shown here is just for fun. Otherwise, jump over the bee as soon as possible.<br /> <br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:600px&quot;&gt;<br /> '''Other Tricks'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> ===Dumb Trick=== <br /> {{#ev:youtube|nht5JgWTTBw|560||Don't do this}}<br /> <br /> {{#ev:youtube|56G-PgGQVnc|560||Or make it even more dumb with this pretty consistent setup}}<br /> ===Another Dumb Trick=== <br /> {{#ev:youtube|V9iZj-BTkyg|560||Don't do this either}}<br /> &lt;/div&gt;<br /> &lt;/div&gt;</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Platform_Perils&diff=15054 Platform Perils 2020-09-10T02:02:47Z <p>SnakPak: </p> <hr /> <div>{{Infobox level<br /> | image = PlatformPerils.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Chimp Caverns]]<br /> | level_name = Platform Perils<br /> | previous = [[Loopy Lights]]<br /> | next = [[Necky's Revenge]]<br /> }}<br /> Difficulty:<br /> *Optimal: 7/10<br /> *Backup Jumproll: 8/10<br /> *Optimal No Jumproll: 11/10<br /> <br /> ==All Stages==<br /> ===CyaLaterPerils/Perils Skip Tutorial=== <br /> {{#ev:youtube|D3Efe4ki6RU|560||}}<br /> <br /> ===Optimal Warpless=== <br /> {{#ev:youtube|dsDHg1Neno4|560||}}<br /> Notes:<br /> *After rolling through the Klumps at :06, do a fast left-right when you grab the bananas to make it under the bee. This roll is not an extendo.<br /> *To roll over the bees at :16, you'll have to roll as early as possible on the platform beforehand to line them up correctly.<br /> *To properly set up the jumproll, do the smallest jump possible after the barrel without letting go of right, then roll immediately upon landing.<br /> *You HAVE to tap Y for this jumproll. If you hold Y you will cancel the jumproll and just do a regular roll.<br /> *If you die to the troll army after bouncing on the first one, you jumped too high. You have to tap it as quickly as possible.<br /> *If the Army wakes up and hits you before you get the chance to bounce on him, you either jumped too early (hard to do), didn't roll immediately (much more likely), or otherwise slowed down at some point.<br /> <br /> ===Backup Jumprolls=== <br /> {{#ev:youtube|ptYk6Dh8ygk|560||}}<br /> Notes:<br /> *For the 2rd jumproll, you simply need to turn around the moment before you roll into the Army. It's pretty forgiving about his position.<br /> <br /> ===Dumb Trick=== <br /> {{#ev:youtube|nht5JgWTTBw|560||Don't do this}}<br /> <br /> {{#ev:youtube|56G-PgGQVnc|560||Or make it even more dumb with this pretty consistent setup}}<br /> ===Another Dumb Trick=== <br /> {{#ev:youtube|V9iZj-BTkyg|560||Don't do this either}}<br /> <br /> ====No Major Skips====<br /> ===Safe===<br /> {{#ev:youtube|OE0UIA8rwFY|560||}}<br /> Notes:<br /> *This is a much easier route that opts out of most of the difficult extendos and precise platform jumps.<br /> *You can easily add the jumproll into the route, as it's generally safe on failure, but you'll need to make sure to roll through the Necky and barrel before you reach the main army platform in order to set it up properly.<br /> *At the end is a simple extended roll through the Gnawty and Klump to make it to the exit faster. Tap Y before each enemy and then repress a bit later (where the noticeable speed boost is), or just keep it simple and do a normal roll.<br /> <br /> ===Optimal=== <br /> {{#ev:youtube|Vy-XtM7DzyI|560||}}<br /> Notes:<br /> *Read the first Optimal Strat notes for the pre-jumproll section.<br /> *To do the roll at :36, you need to make sure you move far enough to the right on the previous platform so that this one is on the screen early. That will set it up so you have room to land beside the Gnawty. Once you're on the platform, do a quick left-right, then do an extendo on both Gnawties. The timing isn't too strict; just tap Y on the platform, hold while you're in the air, and repeat on the second one.<br /> *The Golden Barrel shown here is just for fun. Otherwise, jump over the bee as soon as possible.</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Platform_Perils&diff=15052 Platform Perils 2020-09-10T02:00:19Z <p>SnakPak: /* CyaPerils */</p> <hr /> <div>{{Infobox level<br /> | image = PlatformPerils.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Chimp Caverns]]<br /> | level_name = Platform Perils<br /> | previous = [[Loopy Lights]]<br /> | next = [[Necky's Revenge]]<br /> }}<br /> Difficulty:<br /> *Optimal: 7/10<br /> *Backup Jumproll: 8/10<br /> *Optimal No Jumproll: 11/10<br /> <br /> ==All Stages==<br /> ===CyaLaterPerils/Perils Skip Tutorial=== <br /> {{#ev:youtube|D3Efe4ki6RU|560||}}<br /> <br /> ===Safe Route (NMG/NMS)=== <br /> {{#ev:youtube|OE0UIA8rwFY|560||}}<br /> Notes:<br /> *This is a much easier route that opts out of most of the difficult extendos and precise platform jumps.<br /> *You can easily add the jumproll into the route, as it's generally safe on failure, but you'll need to make sure to roll through the Necky and barrel before you reach the main army platform in order to set it up properly.<br /> *At the end is a simple extended roll through the Gnawty and Klump to make it to the exit faster. Tap Y before each enemy and then repress a bit later (where the noticeable speed boost is), or just keep it simple and do a normal roll.<br /> <br /> ===Optimal Warpless=== <br /> {{#ev:youtube|dsDHg1Neno4|560||}}<br /> Notes:<br /> *After rolling through the Klumps at :06, do a fast left-right when you grab the bananas to make it under the bee. This roll is not an extendo.<br /> *To roll over the bees at :16, you'll have to roll as early as possible on the platform beforehand to line them up correctly.<br /> *To properly set up the jumproll, do the smallest jump possible after the barrel without letting go of right, then roll immediately upon landing.<br /> *You HAVE to tap Y for this jumproll. If you hold Y you will cancel the jumproll and just do a regular roll.<br /> *If you die to the troll army after bouncing on the first one, you jumped too high. You have to tap it as quickly as possible.<br /> *If the Army wakes up and hits you before you get the chance to bounce on him, you either jumped too early (hard to do), didn't roll immediately (much more likely), or otherwise slowed down at some point.<br /> <br /> ===Backup Jumprolls=== <br /> {{#ev:youtube|ptYk6Dh8ygk|560||}}<br /> Notes:<br /> *For the 2rd jumproll, you simply need to turn around the moment before you roll into the Army. It's pretty forgiving about his position.<br /> <br /> ===&quot;Optimal&quot; No Jumproll (NMG/NMS)=== <br /> {{#ev:youtube|Vy-XtM7DzyI|560||}}<br /> Notes:<br /> *Read the first Optimal Strat notes for the pre-jumproll section.<br /> *To do the roll at :36, you need to make sure you move far enough to the right on the previous platform so that this one is on the screen early. That will set it up so you have room to land beside the Gnawty. Once you're on the platform, do a quick left-right, then do an extendo on both Gnawties. The timing isn't too strict; just tap Y on the platform, hold while you're in the air, and repeat on the second one.<br /> *The Golden Barrel shown here is just for fun. Otherwise, jump over the bee as soon as possible.<br /> <br /> ===Dumb Trick=== <br /> {{#ev:youtube|nht5JgWTTBw|560||Don't do this}}<br /> <br /> {{#ev:youtube|56G-PgGQVnc|560||Or make it even more dumb with this pretty consistent setup}}<br /> ===Another Dumb Trick=== <br /> {{#ev:youtube|V9iZj-BTkyg|560||Don't do this either}}</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Loopy_Lights&diff=15050 Loopy Lights 2020-09-10T01:58:40Z <p>SnakPak: </p> <hr /> <div>{{Infobox level<br /> | image = LoopyLights.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Chimp Caverns]]<br /> | level_name = Loopy Lights<br /> | previous = [[Misty Mine]]<br /> | next = [[Platform Perils]]<br /> }}<br /> Difficulty:<br /> *SJ: 2/10<br /> *Optimal: 7/10<br /> *101%: 10/10<br /> <br /> ==All Stages==<br /> Note: If you are going to do the Optimal Perils Skip, you want to set up the splitup glitch before entering Loopy Lights. Be careful, however, because any damage will cause you to softlock<br /> <br /> ===Safe Route===<br /> {{#ev:youtube|PVkUQuet3C4|560||}}<br /> *This route opts for easier jumps along the floating platforms, and skips the precise double-bee jump at the end, as well as the roll through the Manky afterwards.<br /> *The Klap Traps in this level jump along with you. If they are on the screen, they will hop when you press B if they are already spawned. You'll need to plan your jumps around this mechanic. The very first one is bugged, however, and will let you roll into him harmlessly.<br /> *At the top of the &quot;mountain&quot; at :33, you'll need to do a max-length jump to avoid grabbing the barrel accidentally, as doing so wastes time and can get you killed by the Necky. Rolling for a moment beforehand makes this easier.<br /> <br /> <br /> ===Optimal===<br /> {{#ev:youtube|wz1V5H2jrXw|560||}}<br /> Notes:<br /> *The roll at :18 is tough and only saves 5 frames, while getting stuck generally loses around 1 second. Do it if you're comfortable with it, or just opt for the strat in the safe video.<br /> *Skip the halfway barrel if you're confident, as it causes a bit of lag.<br /> *To make it over the bees in a single jump at :44, you must jump at the very last possible moment in your roll. You can use Diddy as a visual cue for this, as his roll stops right when his hand touches the ground at the end of his roll.<br /> *In the bee section, it is possible to only let go of the d-pad once, right before you jump over the bee where the G is. Releasing it in other spots can make the section much easier, though.<br /> <br /> <br /> ===Safe Route (Super Jump)===<br /> {{#ev:youtube|QHMqGwmDTnc|560||}}<br /> *Slow alternative if you're having a really tough time with the level.</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Misty_Mine&diff=15049 Misty Mine 2020-09-10T01:54:19Z <p>SnakPak: </p> <hr /> <div>{{Infobox level<br /> | image = MistyMine.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Chimp Caverns]]<br /> | level_name = Misty Mine<br /> | previous = [[Manic Mincers]]<br /> | next = [[Loopy Lights]]<br /> }}<br /> Difficulty:<br /> *Safe (Superjump): 2/10<br /> *Super Jumproll: 6/10<br /> *No Major Skips: 10/10<br /> <br /> ==All Stages==<br /> <br /> ===Newbie Route (Superjump)===<br /> {{#ev:youtube|Yaerg8gcNpw|560||http://www.youtube.com/watch?v=Yaerg8gcNpw}}<br /> *Very slow alternative if you're having a really tough time with the level.<br /> <br /> ===Optimal SFR===<br /> {{#ev:youtube|JqXW4SS1avU|560||http://www.youtube.com/watch?v=JqXW4SS1avU}}<br /> *With 4 baddies, this route is slightly slower than the SJR, but faster than playing the level normally.<br /> *Setup is similar to SJR. When you superjump, hold B and Y, bounce off the snake and hold right which will cause you to grab the rope. if you got the insta-bounce, the game will eat your next Y input. You will need to let go of Y and repress it at some point in the air, or press down to crouch after you land on the can<br /> *Careful not to bump off the wall as you rise so you don't lose speed.<br /> *Visual cue if you hit 4 idiots is the snake can after the large gap after halfway. If you get 3 idiots it's the snake can right before the gap.<br /> <br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:600px&quot;&gt;<br /> '''Alt SFR Setups'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> {{#ev:youtube|1i0LUvof_Z8|560||https://www.youtube.com/watch?v=1i0LUvof_Z8}}<br /> *This is a slightly different setup that is less precise at a small time cost.<br /> *You don't lose your extendo in an SFR state, so you store your snake boost to release after you corner.<br /> <br /> {{#ev:youtube|J1lbsEzcRIk|560||https://youtu.be/J1lbsEzcRIk}}<br /> *Tutorial for an easy and consistent SFR. Start with this as your basic setup<br /> *Holding left and rolling immediately off the can cuts out a lot of waiting time compared to other setups<br /> <br /> {{#ev:youtube|o4TejFqHC8w|560||https://www.youtube.com/watch?v=o4TejFqHC8w&amp;feature=youtu.be}}<br /> *Slower than other setups.<br /> *Easier and is a guaranteed 3 idiot roll.<br /> &lt;/div&gt;<br /> &lt;/div&gt;<br /> <br /> ===Optimal SJR===<br /> {{#ev:youtube|aGT-HA01zZE|560||https://www.youtube.com/https://www.youtube.com/watch?v=aGT-HA01zZE}}<br /> Notes:<br /> *To do this [[DKC_Tricks#Super_Jumproll | SJR]], you must release Y within 5 frames after pressing it while holding B, tap Y again to extendo off the snake, then press and hold it when you are over the ledge that you started on.<br /> *If done correctly, you will roll through a third snake to get a faster SJR. (Hitting the fourth one is effectively TAS only.)<br /> *Release B when the first banana after the halfway barrel touches the left side of the screen. If you missed the third snake, you'll have to release earlier.<br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:600px&quot;&gt;<br /> '''When to release B'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> {{#ev:youtube|QEf2J8NsjHc|560|}}<br /> Notes:<br /> * If you happen to get the slow SJR, refer to the video above (or the image below) to know where to release B.<br /> [[File:MistySJR.png]]<br /> &lt;/div&gt;<br /> &lt;/div&gt;<br /> <br /> ====No Major Skips====<br /> ===Optimal===<br /> {{#ev:youtube|IIG3FsmHCFw|560||}}<br /> Notes:<br /> *At :07, make sure you roll early before reaching the edge where the rope is. Rolling on the edge will cause you to teleport back to the rope. On this stage, it can actually cause you to clip out of bounds and die.<br /> *This level is full of walls and Dumb Drums that you can get stuck on. It takes quite a bit of time to get the feel of good movement down in this stage. Heavy practice is recommended.<br /> *The roll at :18 is tight. Too early and you grab the TNT barrel; too late and your roll dies as you hit the ground, causing you to get hit. Starting your roll as far away from the ledge, while also not grabbing the TNT barrel makes this roll consistent<br /> *The jump at :54 is quite difficult and nerve-wracking during a good run. To make this jump a lot easier, simply release d-pad for an instant as soon as you see the final Army spawn.</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Manic_Mincers&diff=15048 Manic Mincers 2020-09-10T01:49:20Z <p>SnakPak: </p> <hr /> <div>{{Infobox level<br /> | image = ManicMincers.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Chimp Caverns]]<br /> | level_name = Manic Mincers<br /> | previous = [[Tanked Up Trouble]]<br /> | next = [[Misty Mine]]<br /> }}<br /> Difficulty:<br /> *Safe: 2/10<br /> *Optimal: 7/10<br /> <br /> ==All Stages==<br /> ===Safe (Super Jump)===<br /> {{#ev:youtube|uugWicD_QBM|560||}}<br /> Notes:<br /> *[[DKC_Tricks#Super_Jump | Super Jump]]<br /> <br /> ===Optimal===<br /> {{#ev:youtube|wJg2ju2ppRc|560||https://www.youtube.com/watch?v=wJg2ju2ppRc}}<br /> Notes:<br /> *Rambi is a giant rhinoceros, so they presumably put a delay on his jump to make him feel heavy. Be aware of that while practicing, as it makes the first half of this level much more difficult.<br /> *Pay attention to where wiggling (fast left-rights) is used to safely pass through the spinning mincers.<br /> *For the jumps over the mincers starting at :16, hold B after hitting the first gnawty until you get over the double mincers.<br /> *At :28, you have to do a precise jump through three moving mincers. Pause the video to find a visual cue; you can use either the dip in the ground or one of the stalagmites in the first background layer. <br /> *You can use the bananas after the spinning mincers as a cue to land on the first moving platform. For the second one, make sure you jump on the edge of the platform so that the damage boost will carry you to other side. Too early and you will plummet.<br /> <br /> ===Damageless SJR===<br /> {{#ev:youtube|rLDa64CE8uc|560||https://www.youtube.com/watch?v=rLDa64CE8uc}}<br /> Notes:<br /> *As long as you roll onto the animal crate, you will not break it until you are about to step off of it. That is the frame you press Y.<br /> *Get in the habbit of wiggling as soon as you press Y. If you are too early, you can keep trying. See video below<br /> <br /> ===Multiple Tries SJR===<br /> {{#ev:youtube|bbrslP_xgrk|560||https://www.youtube.com/watch?v=bbrslP_xgrk}}</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Blackout_Basement&diff=15047 Blackout Basement 2020-09-10T01:34:30Z <p>SnakPak: /* Optimal */</p> <hr /> <div>{{Infobox level<br /> | image = BlackoutBasement.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Kremkroc Industries]]<br /> | level_name = Blackout Basement<br /> | previous = [[Mine Cart Madness]]<br /> | next = [[Boss Dumb Drum]]<br /> }}<br /> Difficulty:<br /> *Safe: 7/10<br /> *Optimal: 11/10<br /> <br /> ==All Stages==<br /> <br /> ===Newbie Route===<br /> {{#ev:youtube|iwqBaKy3pIo|560||}}<br /> *Similar to the safe route but avoids trying to land on stuff in the dark as much as possible. Try to match the safe video instead as soon as you get a little more familiar with the stage.<br /> <br /> ===Safe===<br /> {{#ev:youtube|Nj89hiBVEp4|560||}}<br /> Notes:<br /> *This route completely ignores all extended rolls and tire rolls.<br /> *The ropes you grab are not on a global timer, they will always be there.<br /> *At :32, roll as soon as you land. Rolling off the edge will cause you to miss the platform and die.<br /> *At :46, it is possible to roll through 3 Kremlings instead of 2. This is faster and doesn't require an extendo, but you will have to time your jump more precisely to not die to the Klap Trap at the end.<br /> <br /> ===Optimal===<br /> {{#ev:youtube|xTECxVBOHXw|560||}}<br /> Notes:<br /> *Nothing about this stage is random. The lights go on and off in set intervals (62 frame intervals for J, but the lights stay off a little longer on the U version).<br /> *Learning to adapt to different light patterns if you screw up is hard and takes a lot of time. Try to practice finishing the stage as quickly as you can even if your pattern gets thrown off. Turning up the brightness on your TV so you can see the yellow tape and use it as visual cues may help.<br /> *Omega: This trick is very difficult and only saves up to 40 frames. The trick begins at :13 and involves 5 krems. For the first 2 krems, you will want to hold Y and roll through the first krem, then release Y, roll through the second krem, then repress Y shortly after. The difficult part comes with the next 3 krems. You will want to Hold Y and roll through the first krem again (first of the 2nd batch), then release Y right after, and repress Y right after rolling through the 2nd krem. After that you will want to release Y again before rolling through the 3rd krem, then repress Y again right before the ledge (Please refer to input display in video).<br /> *If you get the full roll, but can't roll at the end, it means you timed the double extendo (between the last three) too late. If you stop rolling immediately, you were too early.<br /> *The extended roll at :19 is quite precise. Grabbing the rope is recommended until you are very comfortable with the trick.<br /> *Some rolls require you to roll off the edge, and others require rolling before the edge. Mixing these up can easily kill you, so watch the video carefully.<br /> <br /> ===Omega Extendo Visual===<br /> [[File:omega.png|1300px]]</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Elevator_Antics&diff=15046 Elevator Antics 2020-09-10T01:32:03Z <p>SnakPak: </p> <hr /> <div>{{Infobox level<br /> | image = ElevatorAntics.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Kremkroc Industries]]<br /> | level_name = Elevator Antics<br /> | previous = [[Trick Track Trek]]<br /> | next = [[Poison Pond]]<br /> }}<br /> Difficulty:<br /> *Safe: 6/10<br /> *Optimal: 10/10<br /> *SJR: 10/10<br /> *No Major Skips: 10.5/10<br /> <br /> ==All Stages==<br /> ===Newbie Strat (Super Jump)===<br /> {{#ev:youtube|7_YAQieeZDE|560||https://www.youtube.com/watch?v=7_YAQieeZDE}}<br /> Notes:<br /> *For this to be possible, you need to grab a DK barrel in a previous stage.<br /> *You MUST get the crawlspace skip with DK for this to work<br /> *This [[DKC_Tricks#Super_Jump | Super Jump]] is risky. If you release B too early, you will get stuck in the wall and have to reset. Practice so that you are very familiar with the timing.<br /> <br /> ===Safe===<br /> {{#ev:youtube|5K-ULVglrkQ|560}}<br /> Notes:<br /> *This route avoid some tough jumps and the elevator manip. The manip is easier than the other stuff, though, so it's worthwhile to consider learning that as well.<br /> *For details about other specific sections, see the optimal route notes.<br /> <br /> ===Optimal No SJR===<br /> {{#ev:youtube|sMW2KIDxhg8|560||}}<br /> Notes:<br /> *The jump over the Necky nut at :09 requires the crawl space zip, and landing on the rope at a good height after the zip. The jumps up the rope don't have to be perfect, but you need to do them.<br /> *At :13, the jump into the crawlspace to bounce on the snake is tight. If you time it too early you will jump in and die to the snake, so jump as late as possible.<br /> *The roll at :31 through the Necky is tricky. You run briefly without holding Y, so use that to avoid grabbing the steel keg. If you jump too early and you will hit the ceiling and land on the nut and die. Try timing it later, and make sure to hold b until you land on the ground again. If you jump too late (while holding B), you will bounce on the Necky and land on the platform above, losing very little time. You can take this strat safely by jumping later and wiggling in the air, losing minimal time.<br /> *At :37, you are rolling forward to spawn the elevators so that when you jump back, you can land on them. If you miss this, you have to wait a while.<br /> *At :43, land on the mini Necky as far left as possible and don't hold B. Roll immediately after landing on the platform. If your roll dies after rolling off the platform, you either bounced too far to the right on the Necky, or held B while bouncing on him.<br /> *In the very next section, follow the movement closely. This manipulates the spawning of the last elevator to save two seconds. The positioning is pretty lenient.<br /> <br /> ===SJR/SFR Collection===<br /> *There are several methods that are of varying difficulty and varying time saves. What matters is what works for you<br /> *Any of the SJRs/SFRs require you to have both Kongs. You must do the damageless Oil Drum Alley SJR<br /> <br /> SFR/SJR Off The Can Comparison:<br /> {{#ev:youtube|hbtW3ZMI2E4|560||}}<br /> <br /> thesnaaake:<br /> {{#ev:youtube|OsAuoxic-Yk|560}}<br /> <br /> SFR Backtrack Method<br /> {{#ev:youtube|c9LwlAXg_mM|560||}}<br /> Notes:<br /> *This is extremely difficult<br /> <br /> ==No Major Skips==<br /> ===Optimal===<br /> {{#ev:youtube|4AeXVIqnW_o|560||https://www.youtube.com/watch?v=4AeXVIqnW_o}}<br /> *The only difference from All Stages is that rather than taking the bonus halfway through, you play the stage normally. <br /> *Make sure to roll at the very edge of the gap between the 2 crawlspaces (over the bee) so you don't fall down or lose speed.</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Trick_Track_Trek&diff=15045 Trick Track Trek 2020-09-10T01:11:34Z <p>SnakPak: </p> <hr /> <div>{{Infobox level<br /> | image = TrickTrackTrek.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Kremkroc Industries]]<br /> | level_name = Trick Track Trek<br /> | previous = [[Oil Drum Alley]]<br /> | next = [[Elevator Antics]]<br /> }}<br /> Difficulty:<br /> *Optimal: -1/10<br /> *No Major Skips: 2/10<br /> <br /> ==All Stages==<br /> ===Optimal===<br /> {{#ev:youtube|AHREA4pzPCs|560||https://www.youtube.com/watch?v=AHREA4pzPCs}}<br /> Notes: Don't die<br /> <br /> ===Optimal Roll Visual===<br /> [[File:Trak_trek.png]]<br /> <br /> ==No Major Skips==<br /> ===Optimal===<br /> {{#ev:youtube|L_cEssUawY4|560||https://www.youtube.com/watch?v=L_cEssUawY4}}<br /> Notes:<br /> *Pretty straight forward. Don't kill enemies to save the frames</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Oil_Drum_Alley&diff=15044 Oil Drum Alley 2020-09-10T01:08:58Z <p>SnakPak: </p> <hr /> <div>{{Infobox level<br /> | image = OilDrumAlley.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Kremkroc Industries]]<br /> | level_name = Oil Drum Alley<br /> | previous = [[Really Gnawty Rampage]]<br /> | next = [[Trick Track Trek]]<br /> }}<br /> Difficulty:<br /> *Safe: 6/10<br /> *Optimal (SJR): 5/10<br /> *Optimal (Damageless SJR): 7/10<br /> *Optimal (No SJR/No Major Skips): 10/10<br /> <br /> ==All Stages==<br /> ===Safe===<br /> {{#ev:youtube|_EuBapA8jN8|560||}}<br /> Notes:<br /> *This route skips some hard jumps and makes the oil drum section at the end much easier without sacrificing nearly as much time as waiting for the full cycle does.<br /> *The oil drums on this stage only hurt you when the flame is fully out. When it's still moving in or out, it is safe to land on. As in Torchlight Trouble, they also don't hurt Diddy at any point if he lands on the edge.<br /> *The double Gnawty roll at :13 is not an extendo; just follow the movements and hold down Y the whole time. A well-timed jump will get you into the barrel instantly.<br /> *At :40, do a big bounce off the Kremling, and you'll land late enough on the oil drum to avoid getting hit.<br /> <br /> ===Optimal (SJR)===<br /> {{#ev:youtube|beODTfD1UmM||}}<br /> Notes:<br /> *If your setup is too fast, you'll only get a single burst effect when hitting the Kremling and hitting the frame will only net you a normal jumproll. To get the SJR, you need to delay more. Make sure you land a little past the pole in the background, and don't start running right until after you land.<br /> *You have to do a precise left-right wiggle to hit the Grawty. It's very easy to wiggle too fast and then hit the wall or to wiggle too slow and miss it completely.<br /> <br /> The cue to release B will be different depending on whether you hit the Gnawty.<br /> <br /> [[File:ODA B Release.png|720px]]<br /> <br /> Reference Video:<br /> {{#ev:youtube|DjKzFSg6Hq0|560||}}<br /> <br /> ===Damageless SJR Tutorial===<br /> {{#ev:youtube|EZU8Nm3MBpE||}}<br /> <br /> ===Damageless SJR Variations and Backups===<br /> {{#ev:youtube|2eyZBn46ycg||}}<br /> <br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:600px&quot;&gt;<br /> '''Damageless Kanis SJR Setup'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> <br /> {{#ev:youtube|q3t-J_xraeo|560||https://www.youtube.com/watch?v=q3t-J_xraeo}}<br /> Notes:<br /> *You want to do an SJR setup where you don't take damage if you intend to go for the Antics SJR.<br /> &lt;/div&gt;<br /> &lt;/div&gt;<br /> <br /> ===Optimal (no SJR/No Major Skips)===<br /> {{#ev:youtube|L1pNNgzrR2U|560||}}<br /> Notes:<br /> *Arguably one of the hardest stages in the game.<br /> *The extended roll at :31 saves 5 frames.<br /> *It is possible to get over both barrels with 1 jump at :44, but it is frame perfect, and saves minimal time.<br /> *You need to be at the correct height to jump through the middle of the oil drums; too high or low and you'll hit the flame and die.<br /> <br /> ===Barrel Roll Visual===<br /> [[File:Barrel jump oda.png]]<br /> <br /> ===First Mankey Visual===<br /> [[File:5-1.jpg|650px]]<br /> <br /> ===Extendo Under Barrel Visual===<br /> [[File:Oda_extendo.png|950px]]<br /> <br /> ===Last Extendo Visual===<br /> [[File:Oda_last.png|950px]]<br /> <br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:600px&quot;&gt;<br /> '''5 FRAMES EXTENDO (NORMAL SPEED &amp; HALF SPEED)'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> <br /> {{#ev:youtube|5CI8vxWav-c|560||https://www.youtube.com/watch?v=5CI8vxWav-c}}<br /> &lt;/div&gt;<br /> &lt;/div&gt;</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Oil_Drum_Alley&diff=15043 Oil Drum Alley 2020-09-10T01:02:59Z <p>SnakPak: </p> <hr /> <div>{{Infobox level<br /> | image = OilDrumAlley.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Kremkroc Industries]]<br /> | level_name = Oil Drum Alley<br /> | previous = [[Really Gnawty Rampage]]<br /> | next = [[Trick Track Trek]]<br /> }}<br /> Difficulty:<br /> *Safe: 6/10<br /> *Optimal (SJR): 5/10<br /> *Optimal (Damageless SJR): 7/10<br /> *Optimal (No SJR/No Major Skips): 10/10<br /> <br /> ==All Stages==<br /> ===Safe===<br /> {{#ev:youtube|_EuBapA8jN8|560||}}<br /> Notes:<br /> *This route skips some hard jumps and makes the oil drum section at the end much easier without sacrificing nearly as much time as waiting for the full cycle does.<br /> *The oil drums on this stage only hurt you when the flame is fully out. When it's still moving in or out, it is safe to land on. As in Torchlight Trouble, they also don't hurt Diddy at any point if he lands on the edge.<br /> *The double Gnawty roll at :13 is not an extendo; just follow the movements and hold down Y the whole time. A well-timed jump will get you into the barrel instantly.<br /> *At :40, do a big bounce off the Kremling, and you'll land late enough on the oil drum to avoid getting hit.<br /> <br /> ===Optimal (SJR)===<br /> {{#ev:youtube|beODTfD1UmM||}}<br /> Notes:<br /> *If your setup is too fast, you'll only get a single burst effect when hitting the Kremling and hitting the frame will only net you a normal jumproll. To get the SJR, you need to delay more. Make sure you land a little past the pole in the background, and don't start running right until after you land.<br /> *You have to do a precise left-right wiggle to hit the Grawty. It's very easy to wiggle too fast and then hit the wall or to wiggle too slow and miss it completely.<br /> <br /> The cue to release B will be different depending on whether you hit the Gnawty. See below:<br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:600px&quot;&gt;<br /> '''When to release B'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> [[File:ODA B Release.png]]<br /> Reference Video:<br /> {{#ev:youtube|DjKzFSg6Hq0|560||}}<br /> &lt;/div&gt;<br /> &lt;/div&gt;<br /> <br /> ===Damageless SJR Tutorial===<br /> {{#ev:youtube|EZU8Nm3MBpE||}}<br /> <br /> ===Damageless SJR Variations and Backups===<br /> {{#ev:youtube|2eyZBn46ycg||}}<br /> <br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:600px&quot;&gt;<br /> '''Damageless Kanis SJR Setup'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> <br /> {{#ev:youtube|q3t-J_xraeo|560||https://www.youtube.com/watch?v=q3t-J_xraeo}}<br /> Notes:<br /> *You want to do an SJR setup where you don't take damage if you intend to go for the Antics SJR.<br /> &lt;/div&gt;<br /> &lt;/div&gt;<br /> <br /> ===Optimal (no SJR/No Major Skips)===<br /> {{#ev:youtube|L1pNNgzrR2U|560||}}<br /> Notes:<br /> *Arguably one of the hardest stages in the game.<br /> *The extended roll at :31 saves 5 frames.<br /> *It is possible to get over both barrels with 1 jump at :44, but it is frame perfect, and saves minimal time.<br /> *You need to be at the correct height to jump through the middle of the oil drums; too high or low and you'll hit the flame and die.<br /> <br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:600px&quot;&gt;<br /> '''5 FRAMES EXTENDO (NORMAL SPEED &amp; HALF SPEED)'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> <br /> {{#ev:youtube|5CI8vxWav-c|560||https://www.youtube.com/watch?v=5CI8vxWav-c}}<br /> <br /> ===Barrel Roll Visual===<br /> [[File:Barrel jump oda.png]]<br /> <br /> ===First Mankey Visual===<br /> [[File:5-1.jpg|650px]]<br /> <br /> ===Extendo Under Barrel Visual===<br /> [[File:Oda_extendo.png|950px]]<br /> <br /> ===Last Extendo Visual===<br /> [[File:Oda_last.png|950px]]<br /> <br /> <br /> &lt;/div&gt;<br /> &lt;/div&gt;</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Really_Gnawty_Rampage&diff=15042 Really Gnawty Rampage 2020-09-10T00:58:33Z <p>SnakPak: </p> <hr /> <div>{{Infobox level<br /> | image = ReallyGnawtyRampage.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Gorilla Glacier]]<br /> | level_name = Really Gnawty Rampage<br /> | previous = [[Rope Bridge Rumble]]<br /> | next = [[Oil Drum Alley]]<br /> }}<br /> <br /> ===Safe, Damageful===<br /> {{#ev:youtube|b5iVal7SINY|560||http://www.youtube.com/watch?v=b5iVal7SINY}}<br /> Notes:<br /> *You can hit the boss before he lands on the ground. Be careful not to lose DK, though, as you'll need him near the end.<br /> *Running DK into the boss after his third cycle will cause him to miss his fourth. Immediately jump on him again with Diddy to finish him off. If you time it so that he is near a wall, the final jump will be a lot easier to land.<br /> *If you plan to do the SJR in the next stage do not skip the fourth cycle as you need to have both kongs<br /> *In 101% you always do the cycle skip<br /> <br /> ===Optimal No Damage===<br /> No damage is necessary if you want to do the SJR in the next stage<br /> <br /> {{#ev:youtube|eH7M3aC4I_8|560||http://www.youtube.com/watch?v=eH7M3aC4I_8}}<br /> Notes: <br /> *To be able to land back onto the invisible platform you will need to bounce on the right side of the Beaver for hits 2 and 3.<br /> <br /> <br /> ===Ceiling Jump Tutorial===<br /> {{#ev:youtube|Yn5NqRx-Nt4|560}}<br /> *Explains how to reach the ledge on the top-left to get the third and fifth hits instantly.</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Really_Gnawty_Rampage&diff=15041 Really Gnawty Rampage 2020-09-10T00:57:48Z <p>SnakPak: /* Optimal */</p> <hr /> <div>{{Infobox level<br /> | image = ReallyGnawtyRampage.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Gorilla Glacier]]<br /> | level_name = Really Gnawty Rampage<br /> | previous = [[Rope Bridge Rumble]]<br /> | next = [[Oil Drum Alley]]<br /> }}<br /> <br /> ===Safe===<br /> <br /> {{#ev:youtube|b5iVal7SINY|560||http://www.youtube.com/watch?v=b5iVal7SINY}}<br /> Notes:<br /> *You can hit the boss before he lands on the ground. Be careful not to lose DK, though, as you'll need him near the end.<br /> *Running DK into the boss after his third cycle will cause him to miss his fourth. Immediately jump on him again with Diddy to finish him off. If you time it so that he is near a wall, the final jump will be a lot easier to land.<br /> *If you plan to do the SJR in the next stage do not skip the fourth cycle as you need to have both kongs<br /> *In 101% you always do the cycle skip<br /> <br /> ===Ceiling Jump Tutorial===<br /> {{#ev:youtube|Yn5NqRx-Nt4|560}}<br /> *Explains how to reach the ledge on the top-left to get the third and fifth hits instantly.<br /> <br /> ===Optimal No Damage===<br /> No damage is necessary if you want to do the SJR in the next stage<br /> <br /> {{#ev:youtube|eH7M3aC4I_8|560||http://www.youtube.com/watch?v=eH7M3aC4I_8}}<br /> Notes: <br /> *To be able to land back onto the invisible platform you will need to bounce on the right side of the Beaver for hits 2 and 3.</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Really_Gnawty_Rampage&diff=15040 Really Gnawty Rampage 2020-09-10T00:56:07Z <p>SnakPak: /* Optimal Tutorial */</p> <hr /> <div>{{Infobox level<br /> | image = ReallyGnawtyRampage.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Gorilla Glacier]]<br /> | level_name = Really Gnawty Rampage<br /> | previous = [[Rope Bridge Rumble]]<br /> | next = [[Oil Drum Alley]]<br /> }}<br /> <br /> ===Safe===<br /> <br /> {{#ev:youtube|b5iVal7SINY|560||http://www.youtube.com/watch?v=b5iVal7SINY}}<br /> Notes:<br /> *You can hit the boss before he lands on the ground. Be careful not to lose DK, though, as you'll need him near the end.<br /> *Running DK into the boss after his third cycle will cause him to miss his fourth. Immediately jump on him again with Diddy to finish him off. If you time it so that he is near a wall, the final jump will be a lot easier to land.<br /> *If you plan to do the SJR in the next stage do not skip the fourth cycle as you need to have both kongs<br /> *In 101% you always do the cycle skip<br /> <br /> ===Optimal===<br /> {{#ev:youtube|Yn5NqRx-Nt4|560}}<br /> *Explains how to reach the ledge on the top-left to get the third and fifth hits instantly.<br /> <br /> ===Optimal No Damage===<br /> No damage is necessary if you want to do the SJR in the next stage<br /> <br /> {{#ev:youtube|eH7M3aC4I_8|560||http://www.youtube.com/watch?v=eH7M3aC4I_8}}<br /> Notes: <br /> *To be able to land back onto the invisible platform you will need to bounce on the right side of the Beaver for hits 2 and 3.</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Really_Gnawty_Rampage&diff=15039 Really Gnawty Rampage 2020-09-10T00:55:04Z <p>SnakPak: /* Optimal */</p> <hr /> <div>{{Infobox level<br /> | image = ReallyGnawtyRampage.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Gorilla Glacier]]<br /> | level_name = Really Gnawty Rampage<br /> | previous = [[Rope Bridge Rumble]]<br /> | next = [[Oil Drum Alley]]<br /> }}<br /> <br /> ===Safe===<br /> <br /> {{#ev:youtube|b5iVal7SINY|560||http://www.youtube.com/watch?v=b5iVal7SINY}}<br /> Notes:<br /> *You can hit the boss before he lands on the ground. Be careful not to lose DK, though, as you'll need him near the end.<br /> *Running DK into the boss after his third cycle will cause him to miss his fourth. Immediately jump on him again with Diddy to finish him off. If you time it so that he is near a wall, the final jump will be a lot easier to land.<br /> *If you plan to do the SJR in the next stage do not skip the fourth cycle as you need to have both kongs<br /> *In 101% you always do the cycle skip<br /> <br /> ===Optimal===<br /> {{#ev:youtube|Yn5NqRx-Nt4|560}}<br /> *Explains how to reach the ledge on the top-left to get the third and fifth hits instantly.<br /> <br /> ===Optimal Tutorial===<br /> <br /> {{#ev:youtube|eH7M3aC4I_8|560||http://www.youtube.com/watch?v=eH7M3aC4I_8}}<br /> Notes: <br /> *To be able to land back onto the invisible platform you will need to bounce on the right side of the Beaver for hits 2 and 3.</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Really_Gnawty_Rampage&diff=15038 Really Gnawty Rampage 2020-09-10T00:54:56Z <p>SnakPak: /* Intermediate */</p> <hr /> <div>{{Infobox level<br /> | image = ReallyGnawtyRampage.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Gorilla Glacier]]<br /> | level_name = Really Gnawty Rampage<br /> | previous = [[Rope Bridge Rumble]]<br /> | next = [[Oil Drum Alley]]<br /> }}<br /> <br /> ===Safe===<br /> <br /> {{#ev:youtube|b5iVal7SINY|560||http://www.youtube.com/watch?v=b5iVal7SINY}}<br /> Notes:<br /> *You can hit the boss before he lands on the ground. Be careful not to lose DK, though, as you'll need him near the end.<br /> *Running DK into the boss after his third cycle will cause him to miss his fourth. Immediately jump on him again with Diddy to finish him off. If you time it so that he is near a wall, the final jump will be a lot easier to land.<br /> *If you plan to do the SJR in the next stage do not skip the fourth cycle as you need to have both kongs<br /> *In 101% you always do the cycle skip<br /> <br /> ===Optimal===<br /> {{#ev:youtube|Yn5NqRx-Nt4|560}}<br /> *Explains how to reach the ledge on the top-left to get the third and fifth hits instantly.<br /> <br /> ===Optimal===<br /> <br /> {{#ev:youtube|eH7M3aC4I_8|560||http://www.youtube.com/watch?v=eH7M3aC4I_8}}<br /> Notes: <br /> *To be able to land back onto the invisible platform you will need to bounce on the right side of the Beaver for hits 2 and 3.</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Really_Gnawty_Rampage&diff=15037 Really Gnawty Rampage 2020-09-10T00:53:32Z <p>SnakPak: /* Standard */</p> <hr /> <div>{{Infobox level<br /> | image = ReallyGnawtyRampage.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Gorilla Glacier]]<br /> | level_name = Really Gnawty Rampage<br /> | previous = [[Rope Bridge Rumble]]<br /> | next = [[Oil Drum Alley]]<br /> }}<br /> <br /> ===Safe===<br /> <br /> {{#ev:youtube|b5iVal7SINY|560||http://www.youtube.com/watch?v=b5iVal7SINY}}<br /> Notes:<br /> *You can hit the boss before he lands on the ground. Be careful not to lose DK, though, as you'll need him near the end.<br /> *Running DK into the boss after his third cycle will cause him to miss his fourth. Immediately jump on him again with Diddy to finish him off. If you time it so that he is near a wall, the final jump will be a lot easier to land.<br /> *If you plan to do the SJR in the next stage do not skip the fourth cycle as you need to have both kongs<br /> *In 101% you always do the cycle skip<br /> <br /> ===Intermediate===<br /> {{#ev:youtube|Yn5NqRx-Nt4|560}}<br /> *Explains how to reach the ledge on the top-left to get the third and fifth hits instantly.<br /> <br /> ===Optimal===<br /> <br /> {{#ev:youtube|eH7M3aC4I_8|560||http://www.youtube.com/watch?v=eH7M3aC4I_8}}<br /> Notes: <br /> *To be able to land back onto the invisible platform you will need to bounce on the right side of the Beaver for hits 2 and 3.</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Croctopus_Chase&diff=15034 Croctopus Chase 2020-09-10T00:43:34Z <p>SnakPak: /* All Stages */</p> <hr /> <div>{{Infobox level<br /> | image = CroctopusChase.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Gorilla Glacier]]<br /> | level_name = Croctopus Chase<br /> | previous = [[Ice Age Alley]]<br /> | next = [[Torchlight Trouble]]<br /> }}<br /> Difficulty:<br /> *Optimal: 25/10<br /> <br /> ==All Stages==<br /> ===Optimal===<br /> {{#ev:youtube|1kFj1FUt7Ag|560|| https://www.youtube.com/watch?v=1kFj1FUt7Ag }}<br /> Notes:<br /> *This is by far the hardest stage in the game to not lose time to.<br /> *There's not much to see in this level. Croctopus Chase is all about cutting corners. Don't get stuck and don't take wide turns.<br /> *It is easy to lose 2-5 seconds over optimal even when you learn the path. Practice enough to not take wrong turns and actively try to cut corners as well as you can during runs, and you'll improve over time. Finding visual cues can help with consistently fast corners.</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Croctopus_Chase&diff=15030 Croctopus Chase 2020-09-10T00:40:22Z <p>SnakPak: /* Optimal */</p> <hr /> <div>{{Infobox level<br /> | image = CroctopusChase.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Gorilla Glacier]]<br /> | level_name = Croctopus Chase<br /> | previous = [[Ice Age Alley]]<br /> | next = [[Torchlight Trouble]]<br /> }}<br /> Difficulty:<br /> *Optimal: 25/10<br /> <br /> ==All Stages==<br /> <br /> '''Preface:''' [http://www.twitch.tv/kbzonfc1 (KBZ's channel)]<br /> <br /> ===Optimal===<br /> {{#ev:youtube|1kFj1FUt7Ag|560|| https://www.youtube.com/watch?v=1kFj1FUt7Ag }}<br /> Notes:<br /> *This is by far the hardest stage in the game to not lose time to.<br /> *There's not much to see in this level. Croctopus Chase is all about cutting corners. Don't get stuck and don't take wide turns.<br /> *It is easy to lose 2-5 seconds over optimal even when you learn the path. Practice enough to not take wrong turns and actively try to cut corners as well as you can during runs, and you'll improve over time. Finding visual cues can help with consistently fast corners.</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Snow_Barrel_Blast&diff=15025 Snow Barrel Blast 2020-09-10T00:18:57Z <p>SnakPak: /* All Stages */</p> <hr /> <div>{{Infobox level<br /> | image = Snow Barrel Blast.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Gorilla Glacier]]<br /> | level_name = Snow Barrel Blast<br /> | previous = [[Bumble B Rumble]]<br /> | next = [[Slipslide Ride]]<br /> }}<br /> Difficulty:<br /> *Optimal: 7.5/10<br /> *No Major Skips: 8/10<br /> <br /> ==All Stages==<br /> <br /> <br /> ===Safe===<br /> {{#ev:youtube|j6CjgI3AtPg|560||https://www.youtube.com/watch?v=aKKz3fnHEBU}}<br /> Notes:<br /> *Jumping past the DK barrel in the begin requires letting go of Y briefly as you land and repressing once you're airborne again. If you grab it, hold left as soon as possible or you'll likely slide into the pit and die.<br /> *The barrel boost just requires you to be on a slope. You have to tap backwards slightly to make it into the barrel<br /> *If you get the boost but miss a bird, it means you were turning around and jumped before you were fully facing forward, or just had low speed.<br /> *You can make the entry into the shortcut barrel underneath the screen easier by rolling and jumping into the barrel above it and shooting down instead of falling down next to it.<br /> *Rolling is generally the same speed on icy terrain.<br /> <br /> <br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:600px&quot;&gt;<br /> '''Barrel Boost Backup'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> {{#ev:youtube|8UWnSFQJTHQ|560||https://www.youtube.com/watch?v=8Oy7soIxLBc}}<br /> *You can roll into the barrel if you fail the boost, but you have to tap Y more than once or the roll won't register. You can also skip a barrel by bouncing on the bird correctly, but it risks death, making it not ideal for a backup.<br /> &lt;/div&gt;<br /> &lt;/div&gt;<br /> <br /> ===Optimal===<br /> {{#ev:youtube|i5L0u8vnnWA|560||https://www.youtube.com/watch?v=i5L0u8vnnWA}}<br /> Notes:<br /> <br /> *Rolling is generally the same speed as running on icy terrain.<br /> *Only go for the 6-frame Joe In The Snow (roll at :12) if you are feeling particularly frisky that day<br /> *To do Zera Roll (roll at :15), you must tap Y right in the Necky's face, then repress a moment after you descend past the peak of the slope<br /> *At :21 you can shoot the barrels so fast that you will hit the bee, although this is difficult. <br /> *The jump over the Klap Trap at :23 becomes simple to do optimally if you buffer a jump right before you land with no directional input, then begin holding right right before the peak of your jump<br /> *Buffer a jump right before you grab halfway to avoid lag frames<br /> *Optimal barrel at :44 involves jumping directly into it from underneath. You have 6 frames to do this before reaching the death trigger.<br /> <br /> ===Zeraroll Visual===<br /> [[File:zeraroll.png|720px]]<br /> <br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:600px&quot;&gt;<br /> '''EXTENDO TUTORIAL'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> {{#ev:youtube|8Oy7soIxLBc|560||https://www.youtube.com/watch?v=8Oy7soIxLBc}}<br /> *A basic extendo. Roll at the very edge of the first platform, then release Y, and after you hit the second vulture, roll at the edge of the other platform and jump to the barrel.<br /> *It's a 101% strat, but used in All Stages. Basically the same as the last one, but after you hit the second vulture, repress Y right after you hit so you can roll through the third vulture.<br /> &lt;/div&gt;<br /> &lt;/div&gt;<br /> <br /> ===No Major Skips===<br /> {{#ev:youtube|uDJuczZR410|560||}}<br /> Notes:<br /> *The stage plays exactly like All Stages until :42<br /> *The barrel section at the end is not that bad, despite what memories you may retain from childhood<br /> *The rightwards barrel shot at :51 is very tight, but saves a whopping 23 frames. If you don't feel like shitting the bed, you can shoot diagonally up and right and the shot becomes EZ mode</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Slipslide_Ride&diff=15023 Slipslide Ride 2020-09-10T00:09:52Z <p>SnakPak: /* Optimal */</p> <hr /> <div>{{Infobox level<br /> | image = SlipslideRide.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Gorilla Glacier]]<br /> | level_name = Slipslide Ride<br /> | previous = [[Snow Barrel Blast]]<br /> | next = [[Ice Age Alley]]<br /> }}<br /> <br /> Difficulty: <br /> *Optimal: 4/10<br /> *JoeRopes: 3341/10<br /> *No Major Skips: 8/10<br /> <br /> ==All Stages==<br /> ===Safe===<br /> {{#ev:youtube|y1vNmkql8OI|560||https://www.youtube.com/watch?v=0xsvfoxuwo8}}<br /> Notes:<br /> *Spawn the first Kremling as soon as possible and bounce off him at the peak of his fifth jump. You can opt for the sixth jump to be safer.<br /> *Scaling the final rope quickly is really tough. Make sure you keep holding left until you're all the way off the rope. Practice lots and don't get discouraged.<br /> *You can also jump between the two ropes, but it's significantly slower.<br /> <br /> ===Optimal===<br /> {{#ev:youtube|ZHssbf8yz-U|560||https://www.youtube.com/watch?v=ZHssbf8yz-U}}<br /> Notes:<br /> *Jumping up the first rope saves ~8 frames per jump<br /> *To get into the warp barrel with Diddy, you must jump onto a ledge above the screen. To get above the screen, hold down as you jump up and keep it pressed. To jump off, rotate to down left and hop off. Releasing down at any point will push you back onto the screen immediately. Mash Y before the platform to roll immediately.<br /> *You can go &quot;under the bee&quot; at 0:16. Roll from the middle of the platform and do a very quick right-left when you're at the same height as the bee. You only need to press right for three frames to dodge the bee, so make it as quick as possible. Saves half a second at best and can kill you in various ways (hitting the bees, missing the rope, accidentally grabbing the bee rope and instantly falling). If you aren't doing it perfectly, you will lose time, so it's not particularly worth doing until you're at a very high-level time.<br /> <br /> ===No Major Skips===<br /> {{#ev:youtube|gEZu3ubOavE|560||}}<br /> Notes:<br /> *Any time saved by jumping up blue ropes is negligible, so it's not necessary at all<br /> *Rolling typically doesn't save time on icy terrain. <br /> *Buffering jumps on upwards slopes is important for not losing speed<br /> *At :11 you can avoid grabbing the rope as long as you run off the edge without jumping or rolling first<br /> *The jump off the rope to the left at :18 actually does save time because that part of the wall puts you back on the rope right away. You will want to jump twice in quick succession here to go flying off that blue rope, whoaaa!<br /> *The extendo at :23 can be tricky and very punishing. You want to roll through the 1st krem while holding Y, then release as you roll through the 2nd krem, then repress Y before you leave the ledge. The tricky part is timing your jump out of the roll. You need to jump after you roll completely through the blue rope, or else you will be teleported to the previous rope and hit the bee. If you timed your extendo poorly (probably too late on repress), but still made it past the blue rope, you will grab the blue rope and instantly die off the bottom. Cool trick.</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Slipslide_Ride&diff=15022 Slipslide Ride 2020-09-10T00:06:16Z <p>SnakPak: /* Optimal */</p> <hr /> <div>{{Infobox level<br /> | image = SlipslideRide.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Gorilla Glacier]]<br /> | level_name = Slipslide Ride<br /> | previous = [[Snow Barrel Blast]]<br /> | next = [[Ice Age Alley]]<br /> }}<br /> <br /> Difficulty: <br /> *Optimal: 4/10<br /> *JoeRopes: 3341/10<br /> *No Major Skips: 8/10<br /> <br /> ==All Stages==<br /> ===Safe===<br /> {{#ev:youtube|y1vNmkql8OI|560||https://www.youtube.com/watch?v=0xsvfoxuwo8}}<br /> Notes:<br /> *Spawn the first Kremling as soon as possible and bounce off him at the peak of his fifth jump. You can opt for the sixth jump to be safer.<br /> *Scaling the final rope quickly is really tough. Make sure you keep holding left until you're all the way off the rope. Practice lots and don't get discouraged.<br /> *You can also jump between the two ropes, but it's significantly slower.<br /> <br /> ===Optimal===<br /> {{#ev:youtube|ZHssbf8yz-U|560||https://www.youtube.com/watch?v=ZHssbf8yz-U}}<br /> Notes:<br /> *Jumping up the first rope saves ~8 frames per jump<br /> *To get into the warp barrel with Diddy, you must jump onto a ledge above the screen. To get above the screen, hold down as you jump up and keep it pressed. To jump off, rotate to down left and hop off. Releasing down at any point will push you back onto the screen immediately. Mash Y before the platform to roll immediately.<br /> *To skip the first rope, roll from the middle of the platform and do a very quick right-left when you're at the same height as the bee. You only need to press right for three frames to dodge the bee, so make it as quick as possible. A slower skip doesn't save any time at all.<br /> *Note that the rope skip only saves half a second at best and can kill you in various ways (hitting the bees, missing the rope, accidentally grabbing the bee rope and instantly falling). If you aren't doing it perfectly, you will lose time, so it's not particularly worth doing until you're at a very high-level time.<br /> <br /> ===No Major Skips===<br /> {{#ev:youtube|gEZu3ubOavE|560||}}<br /> Notes:<br /> *Any time saved by jumping up blue ropes is negligible, so it's not necessary at all<br /> *Rolling typically doesn't save time on icy terrain. <br /> *Buffering jumps on upwards slopes is important for not losing speed<br /> *At :11 you can avoid grabbing the rope as long as you run off the edge without jumping or rolling first<br /> *The jump off the rope to the left at :18 actually does save time because that part of the wall puts you back on the rope right away. You will want to jump twice in quick succession here to go flying off that blue rope, whoaaa!<br /> *The extendo at :23 can be tricky and very punishing. You want to roll through the 1st krem while holding Y, then release as you roll through the 2nd krem, then repress Y before you leave the ledge. The tricky part is timing your jump out of the roll. You need to jump after you roll completely through the blue rope, or else you will be teleported to the previous rope and hit the bee. If you timed your extendo poorly (probably too late on repress), but still made it past the blue rope, you will grab the blue rope and instantly die off the bottom. Cool trick.</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Snow_Barrel_Blast&diff=15019 Snow Barrel Blast 2020-09-09T23:58:08Z <p>SnakPak: /* Optimal */</p> <hr /> <div>{{Infobox level<br /> | image = Snow Barrel Blast.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Gorilla Glacier]]<br /> | level_name = Snow Barrel Blast<br /> | previous = [[Bumble B Rumble]]<br /> | next = [[Slipslide Ride]]<br /> }}<br /> Difficulty:<br /> *Optimal: 7.5/10<br /> *No Major Skips: 8/10<br /> <br /> ==All Stages==<br /> <br /> <br /> ===Safe===<br /> {{#ev:youtube|j6CjgI3AtPg|560||https://www.youtube.com/watch?v=aKKz3fnHEBU}}<br /> Notes:<br /> *Jumping past the DK barrel in the begin requires letting go of Y briefly as you land and repressing once you're airborne again. If you grab it, hold left as soon as possible or you'll likely slide into the pit and die.<br /> *The barrel boost just requires you to be on a slope. You have to tap backwards slightly to make it into the barrel<br /> *If you get the boost but miss a bird, it means you were turning around and jumped before you were fully facing forward, or just had low speed.<br /> *You can make the entry into the shortcut barrel underneath the screen easier by rolling and jumping into the barrel above it and shooting down instead of falling down next to it.<br /> *Rolling is generally the same speed on icy terrain.<br /> <br /> <br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:600px&quot;&gt;<br /> '''Barrel Boost Backup'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> {{#ev:youtube|8UWnSFQJTHQ|560||https://www.youtube.com/watch?v=8Oy7soIxLBc}}<br /> *You can roll into the barrel if you fail the boost, but you have to tap Y more than once or the roll won't register. You can also skip a barrel by bouncing on the bird correctly, but it risks death, making it not ideal for a backup.<br /> &lt;/div&gt;<br /> &lt;/div&gt;<br /> <br /> ===Optimal===<br /> {{#ev:youtube|i5L0u8vnnWA|560||https://www.youtube.com/watch?v=i5L0u8vnnWA}}<br /> Notes:<br /> <br /> *Rolling is generally the same speed as running on icy terrain.<br /> *Only go for the 6-frame Joe In The Snow (roll at :12) if you are feeling particularly frisky that day<br /> *To do Zera Roll (roll at :15), you must tap Y right in the Necky's face, then repress a moment after you descend past the peak of the slope<br /> *At :21 you can shoot the barrels so fast that you will hit the bee, although this is difficult. <br /> *The jump over the Klap Trap at :23 becomes simple to do optimally if you buffer a jump right before you land with no directional input, then begin holding right right before the peak of your jump<br /> *Buffer a jump right before you grab halfway to avoid lag frames<br /> *Optimal barrel at :44 involves jumping directly into it from underneath. You have 6 frames to do this before reaching the death trigger.<br /> <br /> <br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:600px&quot;&gt;<br /> '''EXTENDO TUTORIAL'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> {{#ev:youtube|8Oy7soIxLBc|560||https://www.youtube.com/watch?v=8Oy7soIxLBc}}<br /> *A basic extendo. Roll at the very edge of the first platform, then release Y, and after you hit the second vulture, roll at the edge of the other platform and jump to the barrel.<br /> *It's a 101% strat, but used in All Stages. Basically the same as the last one, but after you hit the second vulture, repress Y right after you hit so you can roll through the third vulture.<br /> &lt;/div&gt;<br /> &lt;/div&gt;<br /> <br /> ===No Major Skips===<br /> {{#ev:youtube|uDJuczZR410|560||}}<br /> Notes:<br /> *The stage plays exactly like All Stages until :42<br /> *The barrel section at the end is not that bad, despite what memories you may retain from childhood<br /> *The rightwards barrel shot at :51 is very tight, but saves a whopping 23 frames. If you don't feel like shitting the bed, you can shoot diagonally up and right and the shot becomes EZ mode</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Clam_City&diff=15016 Clam City 2020-09-09T23:54:58Z <p>SnakPak: /* All Stages */</p> <hr /> <div>{{Infobox level<br /> | image = Clam City.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Vine Valley]]<br /> | level_name = Clam City<br /> | previous = [[Orang-utan Gang]]<br /> | next = [[Bumble B Rumble]]<br /> }}<br /> <br /> Difficulty:<br /> *Optimal: 5/10<br /> <br /> ==All Stages==<br /> ===Optimal===<br /> {{#ev:youtube|aftcr_81v_Q|560||https://www.youtube.com/watch?v=aftcr_81v_Q}}<br /> <br /> ===Corners Visual===<br /> [[File:clam1.png]]<br /> <br /> ===Croc Route Visual===<br /> [[File:clam2.png]]<br /> <br /> ===Clam Clip Visual===<br /> [[File:clam3.png]] [[File:clam4.png]]</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Clam_City&diff=15013 Clam City 2020-09-09T23:52:41Z <p>SnakPak: /* All Stages */</p> <hr /> <div>{{Infobox level<br /> | image = Clam City.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Vine Valley]]<br /> | level_name = Clam City<br /> | previous = [[Orang-utan Gang]]<br /> | next = [[Bumble B Rumble]]<br /> }}<br /> <br /> Difficulty:<br /> *Optimal: 5/10<br /> <br /> ==All Stages==<br /> ===Optimal===<br /> {{#ev:youtube|aftcr_81v_Q|560||https://www.youtube.com/watch?v=aftcr_81v_Q}}<br /> <br /> ===Corners Visual===<br /> [[File:clam1.png]]</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Orang-utan_Gang&diff=15012 Orang-utan Gang 2020-09-09T23:50:09Z <p>SnakPak: /* Jumproll */</p> <hr /> <div>{{Infobox level<br /> | image = Orang-utan Gang.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Vine Valley]]<br /> | level_name = Orang-utan Gang<br /> | previous = [[Temple Tempest]]<br /> | next = [[Clam City]]<br /> }}<br /> Difficulty:<br /> *Jumproll no Mapwarp: 3/10<br /> *Mapwarp: spoon/10<br /> *No Major Skips: 4/10<br /> <br /> ==All Stages==<br /> ===Level Preface===<br /> *All Stages currently uses the map warp in World 1 to skip the majority of Orang-utan Gang. After beating Temple Tempest, simply go to Funky's and travel back to World 1, then perform the warp. You do not need to leave Funky's barrel.<br /> <br /> ===Mapwarp=== <br /> {{#ev:youtube|zsLrwfE-q3w|560||}}<br /> Notes:<br /> *Map Warp is 1 frame. You can mash A, B, X, Y, and Start (don't use Start). Use the corner in the video, as the other corners take you different places.<br /> *The common method for mashing is to slide back-and-forth over all four face buttons rapidly. Make sure to press down firmly so that all buttons are pushed down far enough.<br /> *If you prefer not to lose your runs in world 3, simply press 3 different face buttons quickly as you get close to the corner the mapwarp is done. Once you get the timing down, you should rarely get any more than first try.<br /> *Dying in this stage loses a lot of time, so spend a bit practicing the last few seconds, as it is very frustrating to die here.<br /> <br /> ===No Major Skips===<br /> {{#ev:youtube|3ZR5H1ZCpC8|560||}}<br /> Notes:<br /> *Holding Y while entering this stage starts your roll automatically (Similar to 4-3)<br /> *Getting the roll through the krem at :08 is very difficult, but if you get, good for you!!<br /> *The extendo at :11 depends on where you start your roll. To execute it, you roll through the first 3 krems while holding Y, and if you see yourself go airborn after the 3rd krem, then you release Y before the 4th, then repress shortly after<br /> <br /> ===Jumproll (Obsolete)=== <br /> {{#ev:youtube|rQCvIcLolnE|560||}}<br /> Notes:<br /> *If you have DK already, just swap before you leave the trees and make sure you get hit in the same spot.<br /> *It's much easier to time by running from the right than waiting at the left.<br /> *This jumproll wastes a lot of time if you fail. It's also easy to die while attempting it. Not recommended as anything but a backup strat.<br /> *It is possible to run past the frame of the jumproll, making it impossible to get. To have a better chance, you'll need to start walking shortly before you hit the Klap Trap.<br /> *About 10 seconds slower than mapwarp</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Orang-utan_Gang&diff=15011 Orang-utan Gang 2020-09-09T23:49:39Z <p>SnakPak: /* Warpless (Jumproll) */</p> <hr /> <div>{{Infobox level<br /> | image = Orang-utan Gang.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Vine Valley]]<br /> | level_name = Orang-utan Gang<br /> | previous = [[Temple Tempest]]<br /> | next = [[Clam City]]<br /> }}<br /> Difficulty:<br /> *Jumproll no Mapwarp: 3/10<br /> *Mapwarp: spoon/10<br /> *No Major Skips: 4/10<br /> <br /> ==All Stages==<br /> ===Level Preface===<br /> *All Stages currently uses the map warp in World 1 to skip the majority of Orang-utan Gang. After beating Temple Tempest, simply go to Funky's and travel back to World 1, then perform the warp. You do not need to leave Funky's barrel.<br /> <br /> ===Mapwarp=== <br /> {{#ev:youtube|zsLrwfE-q3w|560||}}<br /> Notes:<br /> *Map Warp is 1 frame. You can mash A, B, X, Y, and Start (don't use Start). Use the corner in the video, as the other corners take you different places.<br /> *The common method for mashing is to slide back-and-forth over all four face buttons rapidly. Make sure to press down firmly so that all buttons are pushed down far enough.<br /> *If you prefer not to lose your runs in world 3, simply press 3 different face buttons quickly as you get close to the corner the mapwarp is done. Once you get the timing down, you should rarely get any more than first try.<br /> *Dying in this stage loses a lot of time, so spend a bit practicing the last few seconds, as it is very frustrating to die here.<br /> <br /> ===No Major Skips===<br /> {{#ev:youtube|3ZR5H1ZCpC8|560||}}<br /> Notes:<br /> *Holding Y while entering this stage starts your roll automatically (Similar to 4-3)<br /> *Getting the roll through the krem at :08 is very difficult, but if you get, good for you!!<br /> *The extendo at :11 depends on where you start your roll. To execute it, you roll through the first 3 krems while holding Y, and if you see yourself go airborn after the 3rd krem, then you release Y before the 4th, then repress shortly after<br /> <br /> ===Jumproll=== <br /> {{#ev:youtube|rQCvIcLolnE|560||}}<br /> Notes:<br /> *If you have DK already, just swap before you leave the trees and make sure you get hit in the same spot.<br /> *It's much easier to time by running from the right than waiting at the left.<br /> *This jumproll wastes a lot of time if you fail. It's also easy to die while attempting it. Not recommended as anything but a backup strat.<br /> *It is possible to run past the frame of the jumproll, making it impossible to get. To have a better chance, you'll need to start walking shortly before you hit the Klap Trap.<br /> *About 10 seconds slower than mapwarp</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Orang-utan_Gang&diff=15010 Orang-utan Gang 2020-09-09T23:48:44Z <p>SnakPak: /* All Stages */</p> <hr /> <div>{{Infobox level<br /> | image = Orang-utan Gang.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Vine Valley]]<br /> | level_name = Orang-utan Gang<br /> | previous = [[Temple Tempest]]<br /> | next = [[Clam City]]<br /> }}<br /> Difficulty:<br /> *Jumproll no Mapwarp: 3/10<br /> *Mapwarp: spoon/10<br /> *No Major Skips: 4/10<br /> <br /> ==All Stages==<br /> ===Level Preface===<br /> *All Stages currently uses the map warp in World 1 to skip the majority of Orang-utan Gang. After beating Temple Tempest, simply go to Funky's and travel back to World 1, then perform the warp. You do not need to leave Funky's barrel.<br /> <br /> ===Mapwarp=== <br /> {{#ev:youtube|zsLrwfE-q3w|560||}}<br /> Notes:<br /> *Map Warp is 1 frame. You can mash A, B, X, Y, and Start (don't use Start). Use the corner in the video, as the other corners take you different places.<br /> *The common method for mashing is to slide back-and-forth over all four face buttons rapidly. Make sure to press down firmly so that all buttons are pushed down far enough.<br /> *If you prefer not to lose your runs in world 3, simply press 3 different face buttons quickly as you get close to the corner the mapwarp is done. Once you get the timing down, you should rarely get any more than first try.<br /> *Dying in this stage loses a lot of time, so spend a bit practicing the last few seconds, as it is very frustrating to die here.<br /> <br /> ===No Major Skips===<br /> {{#ev:youtube|3ZR5H1ZCpC8|560||}}<br /> Notes:<br /> *Holding Y while entering this stage starts your roll automatically (Similar to 4-3)<br /> *Getting the roll through the krem at :08 is very difficult, but if you get, good for you!!<br /> *The extendo at :11 depends on where you start your roll. To execute it, you roll through the first 3 krems while holding Y, and if you see yourself go airborn after the 3rd krem, then you release Y before the 4th, then repress shortly after<br /> <br /> ===Warpless (Jumproll)=== <br /> {{#ev:youtube|rQCvIcLolnE|560||}}<br /> Notes:<br /> *If you have DK already, just swap before you leave the trees and make sure you get hit in the same spot.<br /> *It's much easier to time by running from the right than waiting at the left.<br /> *This jumproll wastes a lot of time if you fail. It's also easy to die while attempting it. Not recommended as anything but a backup strat.<br /> *It is possible to run past the frame of the jumproll, making it impossible to get. To have a better chance, you'll need to start walking shortly before you hit the Klap Trap.<br /> *About 10 seconds slower than mapwarp</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Temple_Tempest&diff=15007 Temple Tempest 2020-09-09T23:41:20Z <p>SnakPak: /* All Stages */</p> <hr /> <div>{{Infobox level<br /> | image = Temple Tempest.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Vine Valley]]<br /> | level_name = Temple Tempest<br /> | previous = [[Forest Frenzy]]<br /> | next = [[Orang-utan Gang]]<br /> }}<br /> Difficulty:<br /> *Safe: 3/10<br /> *Optimal: 8.5/10<br /> <br /> ==All Stages==<br /> ===Safe (with Expresso)===<br /> {{#ev:youtube|a9hm6c1Ssek|560||}}<br /> Notes:<br /> *Expresso is very straightforward. Jump in the right places and mash B at a steady rhythm in the air to flap.<br /> *The first bonus is bugged, and may lock you out or even warp you to 1-1 if you roll very late or get hit by the first Necky. It's very easy to avoid, though. Just make sure to roll as soon as possible.<br /> *You want to jump before the last Necky to quickly land on the Expresso crate. There are 9 total, so you can count the hits and jump after 8 of them.<br /> *This route loses ~4 seconds over an optimal stage.<br /> <br /> ===Optimal===<br /> {{#ev:youtube|-HeDnfoDVno|560||}}<br /> Notes:<br /> <br /> *You don't have to wait for vertical ropes to come to a complete stop to jump off of them. You can jump off as soon as they start to slow down (timing varies between ropes).<br /> *The extendo through the millstone just after halfway is not super difficult but it will kill your run if you mess it up. Alternatively you can roll through the krems and jump over the millstone<br /> *The roll over the bee at :30 poses no risk and you should absolutely go for it <br /> *Rolling and jumping off the tire at :33 is faster then bouncing. To do so, roll right before reaching the tire and jump right after touching it.<br /> *The (double) extended roll is very difficult. You can tell whether you will safely make it over the gap by watching the tire. If you roll on top of it, you'll make it across. If you go through it, you'll have to jump. Keep an eye on the tire so you can react as soon as possible, or just jump every time if you aren't comfortable.<br /> *Skipping the rope at the start and end of the stage is exceedingly difficult. Top-level runners typically don't go for it. You can set it up in a way that is safe on failure, as there is a barrel on the right side in the pit, but doing so is quite slower.<br /> <br /> ===SFR===<br /> Slower than optimal, but some find it easier and more consistent. Loses ~1.2 seconds<br /> {{#ev:youtube|QIwGormaFus|560||}}<br /> <br /> ===Omega Extendo Visual===<br /> [[File:Temple Tempest Extendo.jpg|1250px]]<br /> <br /> ===Rope Skip Visual===<br /> [[File:Temple extendo.jpg]]<br /> <br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:600px&quot;&gt;<br /> '''EXTENDO TUTORIAL (NORMAL SPEED &amp; HALF SPEED)'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> {{#ev:youtube|Tcbkm0Dm3kM|560||}}<br /> *Watch at 0:02 Kappa b<br /> *Check [[DKC1_Visuals | visual cues]] for more info<br /> <br /> &lt;/div&gt;<br /> &lt;/div&gt;</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Temple_Tempest&diff=15006 Temple Tempest 2020-09-09T23:40:02Z <p>SnakPak: /* Extendo Visual */</p> <hr /> <div>{{Infobox level<br /> | image = Temple Tempest.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Vine Valley]]<br /> | level_name = Temple Tempest<br /> | previous = [[Forest Frenzy]]<br /> | next = [[Orang-utan Gang]]<br /> }}<br /> Difficulty:<br /> *Safe: 3/10<br /> *Optimal: 8.5/10<br /> <br /> ==All Stages==<br /> ===Safe (with Expresso)===<br /> {{#ev:youtube|a9hm6c1Ssek|560||}}<br /> Notes:<br /> *Expresso is very straightforward. Jump in the right places and mash B at a steady rhythm in the air to flap.<br /> *The first bonus is bugged, and may lock you out or even warp you to 1-1 if you roll very late or get hit by the first Necky. It's very easy to avoid, though. Just make sure to roll as soon as possible.<br /> *You want to jump before the last Necky to quickly land on the Expresso crate. There are 9 total, so you can count the hits and jump after 8 of them.<br /> *This route loses ~4 seconds over an optimal stage.<br /> <br /> ===Optimal===<br /> {{#ev:youtube|-HeDnfoDVno|560||}}<br /> Notes:<br /> <br /> *You don't have to wait for vertical ropes to come to a complete stop to jump off of them. You can jump off as soon as they start to slow down (timing varies between ropes).<br /> *The extendo through the millstone just after halfway is not super difficult but it will kill your run if you mess it up. Alternatively you can roll through the krems and jump over the millstone<br /> *The roll over the bee at :30 poses no risk and you should absolutely go for it <br /> *Rolling and jumping off the tire at :33 is faster then bouncing. To do so, roll right before reaching the tire and jump right after touching it.<br /> *The (double) extended roll is very difficult. You can tell whether you will safely make it over the gap by watching the tire. If you roll on top of it, you'll make it across. If you go through it, you'll have to jump. Keep an eye on the tire so you can react as soon as possible, or just jump every time if you aren't comfortable.<br /> *Skipping the rope at the start and end of the stage is exceedingly difficult. Top-level runners typically don't go for it. You can set it up in a way that is safe on failure, as there is a barrel on the right side in the pit, but doing so is quite slower.<br /> <br /> ===SFR===<br /> Slower than optimal, but some find it easier and more consistent. Loses ~1.2 seconds<br /> {{#ev:youtube|QIwGormaFus|560||}}<br /> <br /> ===Rope Skip Visual===<br /> [[File:Temple Tempest Extendo.jpg|1250px]]<br /> <br /> ===Omega Extendo Visual===<br /> [[File:Temple extendo.jpg]]<br /> <br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:600px&quot;&gt;<br /> '''EXTENDO TUTORIAL (NORMAL SPEED &amp; HALF SPEED)'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> {{#ev:youtube|Tcbkm0Dm3kM|560||}}<br /> *Watch at 0:02 Kappa b<br /> *Check [[DKC1_Visuals | visual cues]] for more info<br /> <br /> &lt;/div&gt;<br /> &lt;/div&gt;</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Temple_Tempest&diff=15005 Temple Tempest 2020-09-09T23:39:01Z <p>SnakPak: /* SFR */</p> <hr /> <div>{{Infobox level<br /> | image = Temple Tempest.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Vine Valley]]<br /> | level_name = Temple Tempest<br /> | previous = [[Forest Frenzy]]<br /> | next = [[Orang-utan Gang]]<br /> }}<br /> Difficulty:<br /> *Safe: 3/10<br /> *Optimal: 8.5/10<br /> <br /> ==All Stages==<br /> ===Safe (with Expresso)===<br /> {{#ev:youtube|a9hm6c1Ssek|560||}}<br /> Notes:<br /> *Expresso is very straightforward. Jump in the right places and mash B at a steady rhythm in the air to flap.<br /> *The first bonus is bugged, and may lock you out or even warp you to 1-1 if you roll very late or get hit by the first Necky. It's very easy to avoid, though. Just make sure to roll as soon as possible.<br /> *You want to jump before the last Necky to quickly land on the Expresso crate. There are 9 total, so you can count the hits and jump after 8 of them.<br /> *This route loses ~4 seconds over an optimal stage.<br /> <br /> ===Optimal===<br /> {{#ev:youtube|-HeDnfoDVno|560||}}<br /> Notes:<br /> <br /> *You don't have to wait for vertical ropes to come to a complete stop to jump off of them. You can jump off as soon as they start to slow down (timing varies between ropes).<br /> *The extendo through the millstone just after halfway is not super difficult but it will kill your run if you mess it up. Alternatively you can roll through the krems and jump over the millstone<br /> *The roll over the bee at :30 poses no risk and you should absolutely go for it <br /> *Rolling and jumping off the tire at :33 is faster then bouncing. To do so, roll right before reaching the tire and jump right after touching it.<br /> *The (double) extended roll is very difficult. You can tell whether you will safely make it over the gap by watching the tire. If you roll on top of it, you'll make it across. If you go through it, you'll have to jump. Keep an eye on the tire so you can react as soon as possible, or just jump every time if you aren't comfortable.<br /> *Skipping the rope at the start and end of the stage is exceedingly difficult. Top-level runners typically don't go for it. You can set it up in a way that is safe on failure, as there is a barrel on the right side in the pit, but doing so is quite slower.<br /> <br /> ===SFR===<br /> Slower than optimal, but some find it easier and more consistent. Loses ~1.2 seconds<br /> {{#ev:youtube|QIwGormaFus|560||}}<br /> <br /> ===Extendo Visual===<br /> [[File:Temple extendo.jpg]]<br /> <br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:600px&quot;&gt;<br /> '''EXTENDO TUTORIAL (NORMAL SPEED &amp; HALF SPEED)'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> {{#ev:youtube|Tcbkm0Dm3kM|560||}}<br /> *Watch at 0:02 Kappa b<br /> *Check [[DKC1_Visuals | visual cues]] for more info<br /> <br /> &lt;/div&gt;<br /> &lt;/div&gt;</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Temple_Tempest&diff=15004 Temple Tempest 2020-09-09T23:38:00Z <p>SnakPak: /* All Stages */</p> <hr /> <div>{{Infobox level<br /> | image = Temple Tempest.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Vine Valley]]<br /> | level_name = Temple Tempest<br /> | previous = [[Forest Frenzy]]<br /> | next = [[Orang-utan Gang]]<br /> }}<br /> Difficulty:<br /> *Safe: 3/10<br /> *Optimal: 8.5/10<br /> <br /> ==All Stages==<br /> ===Safe (with Expresso)===<br /> {{#ev:youtube|a9hm6c1Ssek|560||}}<br /> Notes:<br /> *Expresso is very straightforward. Jump in the right places and mash B at a steady rhythm in the air to flap.<br /> *The first bonus is bugged, and may lock you out or even warp you to 1-1 if you roll very late or get hit by the first Necky. It's very easy to avoid, though. Just make sure to roll as soon as possible.<br /> *You want to jump before the last Necky to quickly land on the Expresso crate. There are 9 total, so you can count the hits and jump after 8 of them.<br /> *This route loses ~4 seconds over an optimal stage.<br /> <br /> ===Optimal===<br /> {{#ev:youtube|-HeDnfoDVno|560||}}<br /> Notes:<br /> <br /> *You don't have to wait for vertical ropes to come to a complete stop to jump off of them. You can jump off as soon as they start to slow down (timing varies between ropes).<br /> *The extendo through the millstone just after halfway is not super difficult but it will kill your run if you mess it up. Alternatively you can roll through the krems and jump over the millstone<br /> *The roll over the bee at :30 poses no risk and you should absolutely go for it <br /> *Rolling and jumping off the tire at :33 is faster then bouncing. To do so, roll right before reaching the tire and jump right after touching it.<br /> *The (double) extended roll is very difficult. You can tell whether you will safely make it over the gap by watching the tire. If you roll on top of it, you'll make it across. If you go through it, you'll have to jump. Keep an eye on the tire so you can react as soon as possible, or just jump every time if you aren't comfortable.<br /> *Skipping the rope at the start and end of the stage is exceedingly difficult. Top-level runners typically don't go for it. You can set it up in a way that is safe on failure, as there is a barrel on the right side in the pit, but doing so is quite slower.<br /> <br /> ===SFR===<br /> Slower than optimal, but some find it easier and more consistent.<br /> {{#ev:youtube|QIwGormaFus|560||}}<br /> <br /> ===Extendo Visual===<br /> [[File:Temple extendo.jpg]]<br /> <br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:600px&quot;&gt;<br /> '''EXTENDO TUTORIAL (NORMAL SPEED &amp; HALF SPEED)'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> {{#ev:youtube|Tcbkm0Dm3kM|560||}}<br /> *Watch at 0:02 Kappa b<br /> *Check [[DKC1_Visuals | visual cues]] for more info<br /> <br /> &lt;/div&gt;<br /> &lt;/div&gt;</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Temple_Tempest&diff=14999 Temple Tempest 2020-09-09T23:24:44Z <p>SnakPak: /* All Stages */</p> <hr /> <div>{{Infobox level<br /> | image = Temple Tempest.png<br /> | game = Donkey Kong Country<br /> | world_name = [[Vine Valley]]<br /> | level_name = Temple Tempest<br /> | previous = [[Forest Frenzy]]<br /> | next = [[Orang-utan Gang]]<br /> }}<br /> Difficulty:<br /> *Safe: 3/10<br /> *Optimal: 8.5/10<br /> <br /> ==All Stages==<br /> ===Safe (with Expresso)===<br /> {{#ev:youtube|a9hm6c1Ssek|560||}}<br /> Notes:<br /> *Expresso is very straightforward. Jump in the right places and mash B at a steady rhythm in the air to flap.<br /> *The first bonus is bugged, and may lock you out or even warp you to 1-1 if you roll very late or get hit by the first Necky. It's very easy to avoid, though. Just make sure to roll as soon as possible.<br /> *You want to jump before the last Necky to quickly land on the Expresso crate. There are 9 total, so you can count the hits and jump after 8 of them.<br /> <br /> ===Optimal===<br /> {{#ev:youtube|-HeDnfoDVno|560||}}<br /> Notes:<br /> <br /> *You don't have to wait for vertical ropes to come to a complete stop to jump off of them. You can jump off as soon as they start to slow down (timing varies between ropes).<br /> *The extendo through the millstone just after halfway is not super difficult but it will kill your run if you mess it up. Alternatively you can roll through the krems and jump over the millstone<br /> *The roll over the bee at :30 poses no risk and you should absolutely go for it <br /> *Rolling and jumping off the tire at :33 is faster then bouncing. To do so, roll right before reaching the tire and jump right after touching it.<br /> *The (double) extended roll is very difficult. You can tell whether you will safely make it over the gap by watching the tire. If you roll on top of it, you'll make it across. If you go through it, you'll have to jump. Keep an eye on the tire so you can react as soon as possible, or just jump every time if you aren't comfortable.<br /> *Skipping the rope at the start and end of the stage is exceedingly difficult. Top-level runners typically don't go for it. You can set it up in a way that is safe on failure, as there is a barrel on the right side in the pit, but doing so is quite slower.<br /> <br /> ===Extendo Visual===<br /> [[File:Temple extendo.jpg]]<br /> <br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:600px&quot;&gt;<br /> '''EXTENDO TUTORIAL (NORMAL SPEED &amp; HALF SPEED)'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> {{#ev:youtube|Tcbkm0Dm3kM|560||}}<br /> *Watch at 0:02 Kappa b<br /> *Check [[DKC1_Visuals | visual cues]] for more info<br /> <br /> &lt;/div&gt;<br /> &lt;/div&gt;</div> SnakPak https://dkcspeedruns.com/mediawiki/index.php?title=Bouncy_Bonanza&diff=14998 Bouncy Bonanza 2020-09-09T23:23:22Z <p>SnakPak: /* All Stages */</p> <hr /> <div>{{Infobox level<br /> | image = Bouncy Bonanza.jpg<br /> | game = Donkey Kong Country<br /> | world_name = [[Monkey Mines]]<br /> | level_name = Bouncy Bonanza<br /> | previous = [[Mine Cart Carnage]]<br /> | next = [[Stop &amp; Go Station]]<br /> }}<br /> Difficulty:<br /> *Optimal: 8/10<br /> <br /> ==All Stages==<br /> ===Safe===<br /> {{#ev:youtube|WLF__UJ6dY4|560||}}<br /> Notes:<br /> *It is highly recommended to learn fast crawlspaces as soon as possible.<br /> *To perform them, roll towards them and hold down+right and Y as you jump through. As long as you continue to hold down, you can keep jumping, even if you aren't moving forward.<br /> *If the roll at :11 is dying before the bee, you can just opt to jump over him instead. If you want to get it right, though, see the notes under the optimal video.<br /> <br /> <br /> ===Optimal===<br /> {{#ev:youtube|RdBqbDidbgk|560||}}<br /> Notes:<br /> <br /> *To do the extendo before halfway (0:16), you will need to hold Y through the first krem, release &amp;, then repress Y right after you pass over the hump on the ground (right before the Bee)<br /> *You'll need to hold down to stall for the bees in the crawlspaces and still be able to jump. In the tire cave, you need to land just after the last tire in order to have room to jump into the next crawlspace.<br /> *Depending on how you did your jumps in the crawl space before the tire cave, you will either get really fast tire bounces or slow ones. Both will work for the bee skips. The stall for skipping the second set of bees is longer then the stall for the first set.<br /> *The jump at :32 is tight (&quot;Spooky Jump&quot;). Too early and you don't make the platform and die—too late and you hit the bee. The sweetspot is directly in the middle of the tire or just after it.<br /> *It is possible to jump out of where the G is without letting go of the dpad and without hitting the corner, but it is quite hard.<br /> <br /> ===Bee Skip Visual===<br /> [[File:beeskipsteuo.png]]<br /> <br /> &lt;div class=&quot;toccolours mw-collapsible mw-collapsed&quot; style=&quot;width:600px&quot;&gt;<br /> '''KBZ's setup for Bee Skip'''<br /> &lt;div class=&quot;mw-collapsible-content&quot;&gt;<br /> {{#ev:youtube|4yZzGLw21oA|560||https://www.youtube.com/watch?v=4yZzGLw21oA}}<br /> <br /> *After the second crawlspace in this video, I release B so i don't jump like crazy on the tires section and softly releasing Right at the end so i don't go in the crawlspace and crouch. Then, I jump in and wait (pressing down+B) until the bee starts to go up, and I roll right after I get out of the crawlspace to get in the another one. Same with the next bees.<br /> <br /> &lt;/div&gt;<br /> &lt;/div&gt;</div> SnakPak